I'm posting blind, I haven't visited the site (yet), but can I say that I'm super pleased with more Godot coverage? I am. Godot is so underrated. It needs more content coverage, more tutorials, more guides - like Unity has - because it's awesome, easy, relatively simple and is just pleasant to work with.<p>Godot + Blender + Krita = win people
Is Godot still using its own Shader language? When I tried it it was a little annoying to use coming from elsewhere.<p>Tangential - I may just be lucky as I've effectively come the long way round, but I find many if not all of the graphical programming (Like Unreal Materials) systems in this area extremely jarring and an unnecessary context switch away from using my hands to type (and having such joys as version control...).<p>With Unreal Engine specifically it's a little annoying that I see all these features that I want to use in the engine, but I'm funnelled through these blueprint-first APIs to use them - Just document the C++: I don't like C++ but I've spent a lot of time honing my skills in it, let me use them easily.
This is so cool! I wish I had the time to learn more about this stuff but it's such a huge mountain to climb. Alas I'm already way over subscribed with existing side-projects.<p>This looks like it has a potential to be a great resource for the Godot community. Nice work!
I'll also say I'm loving this, well it did seem a little weird epic games sponsors Godot ( absolutely an attempt to cut in a Unity's market share) , I'm happy they got some funding.<p>The more engines which exist the more you can find what works for you.
This is a nice resource but it's starting to get a little crowded with the official asset library (which has a category for shaders) <a href="https://godotengine.org/asset-library/asset?category=3" rel="nofollow">https://godotengine.org/asset-library/asset?category=3</a>, godotmarketplace.com, godotshaders.com, and GDQuest's godot-shaders repo...<p>I wish people would stick to a single location, especially if it is already open-source and community-maintained.<p>This interface is nice but I wish it could have been added to the existing market place instead.
My experience using Godot for 2D games ~1.5 years ago was it was mostly enjoyable but there were annoying little bugs in Mac GUI that didn't give me a lot of confidence. The bad part was when it came to 3rd party library integration for mobile, e.g. for ads, tracking, etc. There's not a lot of support in the ecosystem for those, and writing your own wrappers is a big PITA.
It'd be neat to see the shaders running in the browser using Godot's wasm export. But sadly that limits you to OpenGL ES 2, and most shaders seem to need 3.
wanted to comment why not shadertoys but realized that's more demoscene instead of game-oriented effects, yeah i think we need this but kinda hope it uses a generic shader format instead of one tied to a specific engine, or provide translated native shader code by godot's shader engine if that's supported