Godot 4: Raymarching, part 4 (tutorial)
Part 1:
https://www.youtube.com/watch?v=EkiKPqGgIt8
Part 2:
https://www.youtube.com/watch?v=f2WndGjgA1Y
Part 3:
https://www.youtube.com/watch?v=Zhtrb6qTgv0
Source code on Patreon: https://www.patreon.com/posts/ray-marching-125672727
📖 Godot 4 book: https://filiprachunek.gumroad.com/l/godot4
📚 Shaders in Godot 4: https://filiprachunek.gumroad.com/l/shaders
🎮 Get Whispers of Prague on Steam: https://store.steampowered.com/app/2767990/Whispers_of_Prague_The_Executioners_Last_Cut
💡 Get exclusive content on Patreon: https://www.patreon.com/FencerDevLog
🚀 Space Shooter tutorial: https://www.youtube.com/playlist?list=PLNhMW555KBpk8iyIKCIf3arzlK6_H8NLx
🖥️ Space Shooter source code: https://github.com/FilipRachunek/space-shooter
⬅ Coordinate systems: https://learnopengl.com/Getting-started/Coordinate-Systems
#godot #godot4 #godotengine #shaders
Hi everybody! I hope the previous episodes have piqued your interest and that you're motivated to learn more tricks for rendering a 3D scene in 2D shaders. As you may have noticed, so far we've been able to change the camera's position, but not the direction it's facing, meaning it was fixed straight ahead, which has been somewhat limiting. In this video, we'll solve this problem, so that by the end, we'll be able to aim the camera anywhere or even set it up as an orbiting camera. So, let’s do it.