Opacity with blending modesApril 24, 2025 Tutorials Substance 3D Designer 2D MaterialsIn the last article on blending modes, I had initially excluded the topic of opacity in order to look at it again separately, but unfortunately I forgot this separate consideration before publication. So this consideration is a bit more separate than I originally meant š
Blending ModesApril 22, 2025 Tutorials Substance 3D Designer 2D MaterialsAnyone who has ever worked with layer-based images, for example in Photoshop, Affinity Photo or Gimp, or wanted to merge two nodes in Substance 3D Designer, will have stumbled across blending modes. But what exactly is behind them, how do they work and which mode is suitable for which application? Thatās exactly what Iām trying to answer in this post.
On the temporality of this site (once again š)April 19, 2025 MiscAs I announced in the last article on this topic, it has been very quiet on this site recently. On the other hand, the few articles that appeared in 2024 covered a wider range of topics, which I would like to maintain in the future.
A different look at animation principlesAugust 28, 2024 Misc AnimationI assume that anyone involved in animation will sooner or later stumble or be stumbled across the 12 animation principles. Generally speaking, these principles are a collection of best practices that Disney animators have developed in order to create impressive animations.
The pros and cons of Lag CompensationJune 25, 2024 Tutorials NetworkingGames that are played over the network inevitably experience a delay, known as network latency or simply latency. As a result, every player is generally shown an outdated game world in real-time games. How outdated the displayed game world is depends on the respective latency. For this reason, the player must take their own latency into consideration in competitive games and, for example, in shooters, take into account not only the distance and bullet speed but also their own latency when aiming, and accordingly aim a little further in the assumed direction of the opponent.
The golden rules of UV unwrappingMarch 4, 2024 Tutorials UV Texturing 3D-ModelingAs already announced in the last article, I am expanding the spectrum of this blog to include topics from (3D) game art. This article on ābest practicesā for UV unwrapping is the first. This is not intended to be a complete tutorial on UV unwrapping, but assumes that you already have basic experience with it and have mastered your 3D modeling software to the extent that you can implement the tips.
Godot emotes are licensed under CC-BY-4.0 by Yuri SizovAbout the past, present and future of this siteFebruary 24, 2024 MiscSome of you may have noticed, but no new article has been published since August 13, a good six months ago. Since a certain standstill was foreseeable in retrospect, I could actually have written this post at the end of August / beginning of September, but what should I say, I just didnāt make it š¤·.
Latency correlates to Server FPSAugust 13, 2023 Misc Godot Engine NetworkingI had already shown in the Tutorial to the World-Server-Login that one can query the so-called packet round trip time (RTT) with an active ENet connection over get_statistic( ENetPacketPeer.PEER_ROUND_TRIP_TIME).
Godot Engine Logo is licensed under CC-BY-4.0 internationalSynchronizing materials with the MultiplayerSynchronizerAugust 5, 2023 Tutorials Godot Engine NetworkingA few days ago there was a discussion in the official Godot Discord server about how to manage to synchronize materials over the network. To understand the problem a bit better, I should perhaps first explain that you cannot transfer every datatype via RPC or MultiplayerSynchronizer over the network, but only scalar datatypes.