this post was submitted on 30 Jul 2024
35 points (100.0% liked)

Godot

5855 readers
29 users here now

Welcome to the programming.dev Godot community!

This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.

Make sure to follow the Godot CoC while chatting

We have a matrix room that can be used for chatting with other members of the community here

Links

Other Communities

Rules

We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent

Wormhole

!roguelikedev@programming.dev

Credits

founded 1 year ago
MODERATORS
 

I'd like to create an effect similar to 2 death animations that exist in Crash Bandicoot 3.

In one of them, Crash is disintegrated: all the triangle faces get separated and fly apart. A similar triangle separation is seen when he dies from fire, the triangles fall separately.

The second is a simple separation of the legs and torso. One enemy that exists in the 1st stage can cut Crash in half, which will cause the torso to stay in place while the legs walk away.

you are viewing a single comment's thread
view the rest of the comments
[–] Sethayy@sh.itjust.works 2 points 3 months ago* (last edited 3 months ago) (2 children)

The vertex shader is low enough level that it has no concept of shared vertices (nor really anything above triangles for the GPU), so this will work without individual meshes.

Here's a quick test project I made using a single cube mesh and the shader code

VERTEX += NORMAL * (sin(TIME)+1.0) *0.1;

[–] vintageballs@feddit.org 2 points 3 months ago

Ah my bad, perfect, then that's the solution!