if there is a plugin that you wanted to try out, but it required you to use a modified version of the engine (open source with changes explained) would you still use it?
when ppl supporting the israeli military / israel's actions in gaza etc say things like "bring them back" or "free gaza from hamas" or "but october 7" the crazy thing is,
collective punishment & total war tactics might eventually destroy hamas, but only after 1) creating enough misery, trauma, & anti-israel hate for an identical organization to spring up, or 2) literally killing everyone; in either case you aren't "freeing" gazans/palestinians
none of this will bring back the dead from october 7, & as for those still alive but held hostage, see above
october 7th was an atrocity; hamas is an explicitly anti-jewish group & would be dangerous to non-muslims & oppressive even to muslims, the way any strictly religious groups or governments are; palestinians deserve a governing body that will care for them & improve their lives & be recognized internationally; every person being held hostage deserves to be free & safe.
but nothing israel is doing will fix/achieve any of that, just death & death & misery & desperation & slow death & hate
false alarm :((( the method I thought of used compute shaders to pre-calculate lights into a texture, but obviously this is costly. I just assumed it would be significantly less costly than the method I used in that quick demo. bad assumption,,
so yeah I'll just wrap up a working version with a big disclaimer that the plug-in shouldn't be used for like *every* sprite, and that i'm working on a way to improve performance.
I did a performance test for the pixel lighting plugin and oof it needs some improvements. I don't know how to improve it though without writing a custom renderer with a compute shader :'(
maybe I'll release an alpha version or something soon so people can play with it asap despite performance issues. learning how godot's render pipeline works and also learning C++ and GLSL will take a while...