Hi everyone! Do you remember the video about detecting edges using the Sobel operator, which we enhanced by using Gaussian blur? One of the drawbacks of Gaussian blur is that it’s somewhat computationally intensive, which can pose some performance issues for our game if we want to apply such an effect in real-time. In this video, I will demonstrate a much faster way to blur our sprite or the entire screen.

  • flaeky pancako
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    15 months ago

    @NocturnalMorning @FencerDevLog you really have three options here :

    a) switch engines *highly recommended*

    b) be the change you want in the world , submit patches and try to make godot better

    c) continue to be upset and just complain a lot *definitely most fun option*

    • @NocturnalMorning
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      35 months ago

      Easier said than done. You have to be an engine dev to submit changes, which is a whole other ball game. I spent a week trying to figure out an engine bug with the collisions once, and I couldn’t make heads or tails of the issue. If I started learning the engine code and submitting PR’s, I wouldn’t have any time to actually make games (which is what I want to do)

      • flaeky pancako
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        15 months ago

        @NocturnalMorning sure , now imagine the actual engine coders trying to fulfill every single person’s needs born of outrage at how godot is not nearly “professional enough” or “this is so much easier in unreal/unity”

        i mean they are doing a good job and while it is good to come up with new features or better interface recommendations its even better to do it yourself.

        game engines are hard , game development is hard. don’t make it harder for people to do either.