Battlefield 6 will use customized #GodotEngine for it's Portal mode map/ruleset creation : O
31.07.2025 21:43 — 👍 5 🔁 0 💬 0 📌 0@plyczkowski.bsky.social
Remote modeling and texturing for games. In free time working on a passion project in Godot. Portfolio: https://www.artstation.com/plyczkowski
Battlefield 6 will use customized #GodotEngine for it's Portal mode map/ruleset creation : O
31.07.2025 21:43 — 👍 5 🔁 0 💬 0 📌 0Here's the shader for the trail material:
09.02.2025 22:27 — 👍 0 🔁 0 💬 0 📌 0Added a 3d trail system to my game project 🥳. For this one the texture is made in Substance Designer, horizontally seamless, and the shader uses a simple noise added to the UV's to simulate smoke movement. The hit uses a flipbook. #GodotEngine #realtimeVFX
09.02.2025 22:26 — 👍 6 🔁 1 💬 1 📌 0What happened to Ctrl-LMB on method to jump to it in #GodotEngine? It now opens documentation for that method instead. How do I jump to method now?
12.01.2025 00:55 — 👍 2 🔁 0 💬 1 📌 0Yup, DOTS is perfect for boid simulations. I mostly mimicked the boids demo from the unity team, heavily reworked to fit our needs.
17.12.2024 19:42 — 👍 1 🔁 0 💬 1 📌 0I'm surprised how good we made it look with the Universal Render Pipeline. With simple techniques but tuned well and quality assets our look rivals graphics that use much more expensive methods.
17.12.2024 16:06 — 👍 0 🔁 0 💬 0 📌 0Unity Data Oriented Technology Stack reached 1.0 status in the middle of the project, and it's docs were in flux before that, but in the end it was a very good idea to go with it - it gives unparalleled performance, even though it makes development harder.
17.12.2024 16:06 — 👍 1 🔁 0 💬 1 📌 0I did all of the C# programming in the project, static environment asset work, shading and post-effects and current 'level' design, Mike did the project management, look-dev, some shader work, and Pietro did the flora and fauna assets and the fauna vertex animation graphs.
17.12.2024 16:06 — 👍 0 🔁 0 💬 1 📌 0Here's what I've been working on professionally for almost 2 years now with @themikepan and @dichitoarch. Ocean Viz 3 is a marine life and environments visualization system build in Unity using DOTS github.com/Official-EwE...
17.12.2024 16:06 — 👍 13 🔁 3 💬 2 📌 0Announcing godot-playfab 1.3.0 - Now with Steam Login!
Now available on the AssetLib, Itch and GitHub.
Thanks to:
- TheDedemon for the Steam Login implementation!
- MikeSchulze for GDUnit and the Runner action!
- @coaguco.bsky.social for GodotSteam!
blog.structed.me/posts/godot-...
Ok, I found my problem. You can't have those nested. The nested ones will show as white rectangles
21.11.2024 19:47 — 👍 0 🔁 0 💬 2 📌 0Control does inherit from CanvasItem though, so maybe I ran into a bug since I'm on 4.4 dev 5...
21.11.2024 19:27 — 👍 0 🔁 0 💬 1 📌 0#Godot question: Am I correct in thinking that a CanvasGroup with Control nodes as children is not supposed to work, since they don't inherit from Node2d? The documentation for CanvasGroup could be clearer - "Merges several 2D nodes into a single draw operation."
21.11.2024 18:24 — 👍 3 🔁 0 💬 1 📌 0Both Blender and Godot are on the same version now. This makes it a rare moment when you can open blender projects in Godot and vice versa
19.11.2024 21:24 — 👍 13 🔁 2 💬 0 📌 0Is it me or are is text more blurry here at @bsky.app ?
07.11.2024 15:34 — 👍 0 🔁 0 💬 1 📌 0Deleting elements from Enum that is used in an export var creates inconsistencies
Hey #GodotEngine people, how do you deal with this problem? ->
26.10.2024 13:09 — 👍 3 🔁 0 💬 1 📌 0