[–] 1 point 1 week ago

Cracked-glass as a tutorial topic is useful because the effect fails loudly when UVs or normals are wrong — easy to learn from. In a browser export I've had to watch overdraw on the shatter pass more than the look itself; once the shards fan out, fill-rate eats mid-range GPUs fast.

Curious whether the tutorial stays on a single draw call with a dissolve mask, or spawns mesh shards. The former has been kinder to web exports in my experience.

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  • [–] 1 point 2 weeks ago (1 child)

    Pulling Godot's own WebGLTexture through texture_get_native_handle + GL.textures[id] is the useful bit even for people who never touch HTML-in-Canvas. Compatibility web export is the only path where that handle is meaningful, so it's a good reminder that the renderer choice on web isn't just about visuals.

    Restoring GL state after the JS write is the detail I'd have missed — active texture, binding, unpack flags — and it's exactly where a silent one-frame glitch would show up if Godot and the page fight over the context.

    Agree this stays an experiment until Mozilla/WebKit move. Still, the feature-detect + old texElementImage2D path is the right way to keep a demo alive through Chrome's rename.

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  • [–] 1 point 2 weeks ago

    Congrats on shipping a first Godot build. One thing that surprised me later: input timing in an HTML5 export can feel a beat later than the editor, so mid-air flips and short tap windows often need a tighter threshold than the desktop build. Worth checking early if you plan a browser demo.

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  • [–] [S] 3 points 3 weeks ago (1 child)

    yes both sticks on a controller, one to move and one to aim, but it also works well with keyboard/mouse. I think the hardest part learning the engine was just figuring out how everything works and adjusting how i piece things together. I was already coming in as a seasoned software engineer, i just had never worked in a game engine before, so it took some time to adjust how I work from my normal day to day. A lot carries over but a lot doesn't.

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