Allen Pestaluky's Avatar

Allen Pestaluky

@allenwp.bsky.social

He/him. Co-creator of Keep Talking and Nobody Explodes. Vector display enthusiast. AVLatency.com. Retired X rank #Splatoon. Long time #EarthBound fan. https://allenwp.com

690 Followers  |  12 Following  |  36 Posts  |  Joined: 12.01.2024
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Posts by Allen Pestaluky (@allenwp.bsky.social)

I’ll take a notification, please!

27.02.2026 15:04 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

It’s kind of like the Hollywood live action version of the original Godot cartoon

01.02.2026 18:18 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

@someware.cc replies on your post are disabled, but re: bsky.app/profile/some...

Mobile is the best renderer for most projects, especially in Godot 4.6 onward, unless you’re targeting web. The important choice is whether you have the HDR 2D setting enabled or not. HDR 2D is often best for 3D games.

01.02.2026 18:14 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Preview
Improve 3D workspace environment configuration and sky horizon by allenwp Β· Pull Request #115408 Β· godotengine/godot With the upcoming HDR output PR, the Environment configuration used by the 3D workspace must be changed to use the Linear, Reinhard, or AgX tonemapper for good HDR behaviour. The Linear tonemapper ...

@brackeys.com Remember chatting about the editor's default 3D environment at Godot Fest? Here's my PR to improve that... let me know what you think! (Like if you think a different sky or ground colour should be used.) github.com/godotengine/...

28.01.2026 18:21 β€” πŸ‘ 7    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

What!? Rectangles on a Thursday?? Is anything I know true!?!

06.01.2026 22:39 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Godot 4.6 will use my updates to the AgX tonemapper: these changes are mostly subtle, but the new reworking allows HDR output support to be added in the future!

11.12.2025 01:32 β€” πŸ‘ 42    πŸ” 4    πŸ’¬ 1    πŸ“Œ 0

Haha, nice, I hope you get to show it somewhere!

10.10.2025 13:47 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

(Also, is this your work?)

09.10.2025 22:57 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

This is really cool!! Is this being shown anywhere in particular?

09.10.2025 22:56 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 2    πŸ“Œ 0
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🌷Spring Falls is now available on Google Play!🌷

Erode the landscape, direct the flow of water, and bring wildflowers to life in this peaceful puzzle game

Play Store: play.google.com/store/apps/d...

#puzzle #android #indiegame

09.10.2025 19:03 β€” πŸ‘ 38    πŸ” 17    πŸ’¬ 4    πŸ“Œ 1

For posterity, I fixed the colour correction greyscale issue that was pointed out in this thread. To be honest, I’m still not sure how I managed to screw up the merge to cause this bug, but I re-did the merge and it seems to be fixed!

28.09.2025 15:45 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Preview
[WIP Draft] The HDR mega-PR by allenwp Β· Pull Request #110701 Β· godotengine/godot This is a combination of the following PRs, merged in no particular order, for the purpose of testing how these PRs work together: [Windows] Support output to HDR monitorsΒ #94496 Use half float pr...

I’ve been working on #tonemapping and effects for HDR output in #godotengine for the last few months. Here’s the culmination of my work; please try it out! github.com/godotengine/...

28.09.2025 13:50 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

The β€œscreen” blend mode is now based on the tonemap’s β€œwhite” parameter. How do you feel about this? Is it making it hard to get the effect and visuals you want?

20.09.2025 14:20 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Thanks! I’ll look into these issues!

I noticed the mobile glow is still inconsistent with Forward+ as well, even though I’ve made the blending to be the same regardless of HDR 2D setting. I’m going to work with Clay to try and minimize the differences…

20.09.2025 14:18 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Preview
[WIP Draft] The HDR mega-PR by allenwp Β· Pull Request #110701 Β· godotengine/godot This draft PR is a combination of the following PRs, merged in no particular order, for the purpose of testing how these PRs work together: [Windows] Support output to HDR monitorsΒ #94496 Use half...

I think I’ve solidified my changes to Glow, Tonemapping, and Adjustments, all with full HDR output support. Care to try them out?

github.com/godotengine/...

They’re fine to try out with and without HDR output.

19.09.2025 19:41 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Heh. Well, it turns out that the math used by the contrast adjustment only makes sense when applied on perceptually uniform values, so it must be applied on nonlinear sRGB encoded values and cannot be applied on linear ones.

All that to say, I won’t be making a PR with modified colour adjustments πŸ˜…

04.09.2025 01:14 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Ok! It might be a little longer for me to put together an editor build that has the options I think are best. I’ll message you on this thread when I’m ready.

31.08.2025 23:53 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

@passivestar.bsky.social I’m working on making the contrast and saturation adjustments in Godot behave consistently between HDR 2D on/off. I have a couple of options and that I need to test. Is testing these and giving feedback something you would be interested in helping with?

31.08.2025 21:39 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Hmm. Almost looks like a complete artistic reimagining. Like, they clearly were going for very cool colours in the original scene, but the new render is quite warm. Gives and entirely different feel, so I get the impression that the new one may not be respecting artistic intent very well πŸ€”

27.07.2025 13:24 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Why Windows sRGB SDR over HDR is (Technically) Correct – Allen Pestaluky

Why Windows sRGB SDR over HDR is (Technically) Correct: allenwp.com/blog/2025/05...

#HDR #Windows #gamedev

06.05.2025 15:52 β€” πŸ‘ 6    πŸ” 3    πŸ’¬ 1    πŸ“Œ 0
Screenshot of applying a P3 colour profile to an sRGB image.

Screenshot of applying a P3 colour profile to an sRGB image.

My new guilty pleasure is assigning the P3 colour profile to sRGB artwork to make the colours pop on my wider gamut display.

23.03.2025 02:28 β€” πŸ‘ 5    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Bananas! Thanks for the detailed response and recommendation!

15.03.2025 20:29 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

@colour-science.bsky.social I noticed when using the Colour - Dash app to generate colourspace transformation matrices that "Linear Rec.709 (sRGB)" -> "ITU-R BT.2020" is different than "sRGB" -> "ITU-R BT.2020". Why is that? I'm not sure which one I want for going from "linear sRGB"...

14.03.2025 19:24 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Not sure what you mean, but no, we’re not working on any new games right now.

27.01.2025 03:18 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

This TM experience was the impetus for us to cross the Atlantic and visit London β€” competing with the most charming alumnus from one of the most enjoyable series made it incredibly memorable and special! So glad we could experience it with you! (After getting over the shock and surprise.)

04.01.2025 18:49 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Hah! I love it πŸ˜†

Also, that’s like the most awkward way to carry a CRT! πŸ˜‚

10.12.2024 00:26 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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MIDI time! #godotengine

03.12.2024 00:09 β€” πŸ‘ 6    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

GDExtension with C++ is pretty nice with its hot reloading (I presume this is what you’re talking about).

Make sure to file bug reports when you find any issues β€” relatively few people use godot-cpp, so it’s easy for there to be problems with the wrappers that go undiscovered for a while.

27.11.2024 01:49 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Prototyping workflow is better because you can edit your scene directly at its source and the running project will be updated in real time, rather than needing to copy over prefab changes after stopping playback.

I find the animation system to be more capable, robust, and simpler to use.

Etc.

27.11.2024 01:45 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Screenshot of the Resource Remaps plugin for the Godot game engine.

Screenshot of the Resource Remaps plugin for the Godot game engine.

To all my new #GodotEngine followers: I recently published a free MIT license plugin that lets you remap resources based on feature tags.

I'm sure this will be valuable for porting Godot projects or making customized exports: godotengine.org/asset-librar...

20.11.2024 20:32 β€” πŸ‘ 5    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0