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.
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 As a result, every player is generally shown an outdated game world in real-time games. How outdated the displayed game world is depends on the respective latency.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 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.
Godot Engine Logo is licensed under CC-BY-4.0 internationalInterest Management with MultiplayerSynchronizerJuly 15, 2023 Tutorials Godot Engine NetworkingAfter we were able to gather first experiences with the MultiplayerSynchronizer in the article about Scene Replication, we want to continue to make our experiences with it in this article. In addition to the synchronization interval, the MultiplayerSynchronizer has other configuration options that can be used to do interesting things.
Generated with Stable Diffusion 2.1Scene Replication with Godot 4(.1)July 11, 2023 Tutorials Godot Engine NetworkingFor this article I would like to apologize in advance that the positions of text and images are not always quite coherent. Unfortunately I couldnāt think of a better positioning, but I hope you can cope with it. After the tutorial series, which offers a good basic framework, todayās tutorial is about a topic that you can really see. The example shown here is based on a blog post by Fabio Alessandrelli, one of the main developers for the Godot network functionality. And since I donāt want to just copy everything, hereās how you can also use the techniques shown there when using path-dependent multiplayer APIs.
Generated with Stable Diffusion 2.1Networking tutorial 6: Encrypted connections using DTLSApril 9, 2023 Tutorials Networking-Tutorial Godot Engine Networking SecurityIn the last article we completed the login process. However, before using it in real life, we should first secure our network connections. The least one should do and, if I understand the GDPR correctly, must do, is to transmit user passwords only using encrypted channels on the Internet. Ideally, one extends encrypted communication to the entire infrastructure. So thatās what this article is going to be about: We encrypt the network connections between our servers and clients.
MidjourneyNetworking tutorial 5: Login 3 - world serverMarch 26, 2023 Tutorials Networking-Tutorial Godot Engine NetworkingIn the last article we finished implementing the gateway and authentication server, so that the game client is issued a token for valid credentials. This token should now be used to log in to the world server. Therefore, in this article, we will extend the game client so that it forwards the token to the world server, and then enable the world server to verify the token.