Satellite Moss πŸ‰'s Avatar

Satellite Moss πŸ‰

@satellitemoss.bsky.social

Developer + technical artist

1,604 Followers  |  676 Following  |  508 Posts  |  Joined: 02.12.2023
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Posts by Satellite Moss πŸ‰ (@satellitemoss.bsky.social)

I’ll add, lawmakers engaged in a moral panic about kids and social media want to destroy all of this and destroy open source software generally all so they can enact a mass AI surveillance state and censorship systems. And big ppl on the left continue not to mount a challenge to this!

04.03.2026 21:29 β€” πŸ‘ 265    πŸ” 53    πŸ’¬ 5    πŸ“Œ 2
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In the dark, I'd find her 20 feet in a tree staring down at me. One day I found her just chilling next to a large water snake (they got along). I miss her she was the coolest cat.

05.03.2026 13:23 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I built / lived in a treehouse, working on games with my cat Soap. I built a screened in deck just so she had more room. When she got older, she got increasingly curious and learned how to use the ladder and became an excellent tree climber.

05.03.2026 13:23 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Experimented with adding sculpting layers at one point - but realizing I can just use blendshapes for doing that.

05.03.2026 00:33 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Found a solution for having uv unwraps consider mesh modifiers, which is a lot more pleasant to work with the garbled mess I was outputing before.

05.03.2026 00:33 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Modelling plugin became a bit of a monster to extend / maintain. Working on making it more generic, and splitting it up into box modelling / uv tools / sculpting / painting tools. Ideally it works with generic mesh instances. Started separating out paint tools today.

05.03.2026 00:33 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

How to win in November

04.03.2026 19:53 β€” πŸ‘ 10877    πŸ” 3020    πŸ’¬ 37    πŸ“Œ 39

i'm wondering about porting the editor gizmo code to a gdextension that would allow for running them at runtime. i think the only changes that would need to be made is references to editor only nodes that would need to be slimmed. ideally you could just replace the extended class and have it work

04.03.2026 05:13 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I did end up using the stencil buffer somehow here. I think I'll release this tomorrow.

#godot #godotengine #godotshaders

03.03.2026 17:18 β€” πŸ‘ 107    πŸ” 6    πŸ’¬ 3    πŸ“Œ 2
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Armature Editor

Build and edit skeletons inside #Godot

Features include:
- Auto weighting
- Bone Extrusion / Scaling / Subdivision
- Copy / Paste / Delete / Rename
- Spring Bone Chain and Collision authoring

Download here:
github.com/mishapsi/Arm...

03.03.2026 17:19 β€” πŸ‘ 16    πŸ” 2    πŸ’¬ 1    πŸ“Œ 0

I've been wanting to try what Alabaster Dawn's sprites do with this, which is attaching different sprite atlas's corresponding to body parts to each bone. Seems really neat if you have some 3D animation libraries lying around.

03.03.2026 14:17 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Made some updates to Piper's Cleric abilities tonight. You can now pick a known (or partially known) psalm from a list to get a guide of which notes to play.

Still some UX to iron out (ignore that I'm mixing PS5 and PC button prompts 🫠) but it's getting there!

#godot #gamedev #indiedev #indierpg

03.03.2026 12:33 β€” πŸ‘ 122    πŸ” 20    πŸ’¬ 5    πŸ“Œ 1

Added

- copy and pasting bone chains
- scaling bone lengths
- renaming
- selected chain to a spring bone simulator
- add spring bone collision shape to selected bone
- spring bones are highlighted in pink

03.03.2026 03:10 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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I am drunk on power after realizing Godot lets you embed textures in RichTextLabels, and well... ViewportTextures are textures. 🀯
#GodotEngine #gamedev #indiedev

07.11.2025 17:27 β€” πŸ‘ 350    πŸ” 57    πŸ’¬ 11    πŸ“Œ 1

It’s funny if you call PayPal or visa lines and bring this up asking why they claim β€œadult illustrations” is against their regulations but betting on the death of kids is totally fine. They don’t have an answer.

In fact yall should call them at least once a day with this :)

01.03.2026 22:52 β€” πŸ‘ 9286    πŸ” 5421    πŸ’¬ 18    πŸ“Œ 3

Auto weighting is in a good place, seemingly works well with flat planes so it's possible to weight capes etc with some smoothing options.

01.03.2026 20:44 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

main motivation was to quickly add bones for spring bone enabled attachments, dangly bits for belts, but also cloth simulated bones. I think there'll be some kind of tagging system for spring bone chains, that autogenerated / update a spring bone simulator.

01.03.2026 20:44 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Some work on my armature editor plugin, I think it's in a good place for release soon. Added a right click menu with some options for extruding/subdividing/deletion. Extruding opens up a prompt for naming. Editing happens on the major viewing plane axis's, and transforms are snapped.

01.03.2026 20:37 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Preview
Leave big tech behind! How to replace Amazon, Google, X, Meta, Apple – and more A handful of companies monopolise the web, with unprecedented access to our data. But there are many more ethical – and often distinctively European – alternatives

πŸ‘€πŸ‘ www.theguardian.com/technology/2...

27.02.2026 02:17 β€” πŸ‘ 25    πŸ” 7    πŸ’¬ 1    πŸ“Œ 0

- Geometry can now help prevent self-intersection now which otherwise breaks the illusion.
- Maximum volume testing

In my sculpting experiments I had volume preservation by also manipulating neighboring areas of the mesh. Might revisit it for hard materials like metal

26.02.2026 16:33 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Love it πŸ§™

26.02.2026 15:10 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Thinking this could be a togglable mode. I kind of see a game built around scavenging materials, to bring back to your workshop. Object volume is limited by how much of one material you have +/-. With this mode adding some friction to the fantasy of being a craftsperson of sorts

26.02.2026 14:24 β€” πŸ‘ 10    πŸ” 2    πŸ’¬ 3    πŸ“Œ 0

not 100 on the feature selection with dpad, it's pretty hard to intuit with vertices, edges. a better approach might be to literally walk across the surface. might even need to implement planetary gravity just to jump across gaps which could just be fun

26.02.2026 04:11 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

kinda want to experiment with making it have a physics body, updating only after operation ends, but having a sphere collider moving with the selection

26.02.2026 02:10 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

pretty much just other way around, i pass position indices etc to a wrapper that fills in pmp surfacemesh to init. perform operations and return the surfacemesh data after each operation.

25.02.2026 21:57 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Successfully launched it through steam, had to wrap my head around steamworks, but got cloud syncing working between my desktop and steamdeck 🫠 feels good. I'm thinking of adding workshop support, to share models between users.

25.02.2026 18:04 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

I've actually migrated to using pmp-library with gdextension, writing/doing operations with it, and replacing the mesh data with it

25.02.2026 15:40 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

feel you there, I get bit by the bug too frequently. I was wondering if your pixel art app was being made for it, when I was working more full time as pixel artist I had made a couple of similar tools for another handheld

25.02.2026 10:26 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

one of us one of us let me know if you have any questions happy to answer! love your project btw!

25.02.2026 09:49 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

yeah! actually saw a reply of yours about the ayn thor, kinda convinced me to put in a preorder for this project πŸ™ƒ how are you liking it?

25.02.2026 09:46 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0