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.

  • NocturnalMorning@lemmy.world
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    6 months ago

    This is one of the things I like about Unreal. I can make glass easily in unreal without going into all this technical detail. I can choose to do this kind of extra work in Unreal if I want to go the extra mile, but it’s not required.

    Godot needs stuff like this to be built-in by default. Glass is a super common thing that devs need to make, and having to do this wastes developer time they could be spending on more important things.

    • FencerDevLog@programming.devOP
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      6 months ago

      Well, Godot is a lightweight engine, so it doesn’t have almost anything extra built-in. Which is advantageous because the engine itself then takes up negligible space on disk and the editor starts up within seconds, which can’t be said for Unreal. But everyone prefers something different, of course. I mainly wanted to show that implementing your own blur effect can be simpler than it might seem at first glance.