our wizard-in-chief at @thegamebakers.com Anthony Beyer made a breakdown about γπͺ¨ rocks πͺ¨ε½‘. check it out! www.artstation.com/artwork/AZzrJm
03.03.2026 21:46 β π 152 π 43 π¬ 4 π 5our wizard-in-chief at @thegamebakers.com Anthony Beyer made a breakdown about γπͺ¨ rocks πͺ¨ε½‘. check it out! www.artstation.com/artwork/AZzrJm
03.03.2026 21:46 β π 152 π 43 π¬ 4 π 5
Made low-poly goldfish #256fes
256 polygons, 150 vertices each
getting free dopamine from my new test loot pickups and loot vacuum + collection UI. I think we call this done for now.
#godot #gamedev #prototype #devlog
Havok for Unreal support for Unreal 5.7.3 was released on Tuesday 17th Feb, following the release of the Unreal hotfix on 10th Feb.
This update is fully supported and ready for customers to upgrade.
Easy to pick up but hard to master! Check out our latest dev update and follow for more.
13.02.2026 12:04 β π 65 π 10 π¬ 2 π 0view looking up at the underside of a stone pencheck stair built of Mississquoi marble, with one end if the treads unsupported and the other sitting on a wall of Tyndall limestone
Weβre dismantling a stone pencheck stair right now and so it seems a good time to revisit a short π§΅ on the subject.
How pencheck stairs work (resist torsion), and how they donβt (cantilever):
Itβs on my list too π but I think either you do it with 1 particle per blade just for placement, and itβs not much different than what you have now, or a ribbon per blade, and you might need particle constraints, which are not implemented. Unless your blade motion is not simulated but procedural.
06.02.2026 07:17 β π 1 π 0 π¬ 0 π 0tried to make a soap bubble shader (in bevy)
04.02.2026 09:02 β π 24 π 3 π¬ 1 π 0Now do the same thing with particles! π
05.02.2026 11:54 β π 0 π 0 π¬ 1 π 0City builder
31.01.2026 07:44 β π 202 π 50 π¬ 4 π 1
the principles are similar just different software
basically distance field texture then animate in a shader
www.youtube.com/watch?v=NMTX...
Some character designs/sculpts from *checks watch* 15 years ago?!?!? These were heavily influenced by animation maquettes by Kent Melton (RIP) and Team Fortress 2.
27.01.2026 12:37 β π 395 π 62 π¬ 16 π 1My thought too, itβs a bit immersion breaking. Even if I instinctively dissociate the car in the menu from the one in the world when the menu opens (even though thereβs no reason to), when it closes it breaks that dissociation and highlights that the car in the world was being rotated.
24.01.2026 13:39 β π 2 π 0 π¬ 0 π 0
I was noodling away on prototyping an opalescent
glass material in #Toolbag for a 1930s Art Deco style perfume case. I'm trying out a specular reflectance workflow to add that soft iridescent, thin-film shimmer. Still plenty of modelling left, but I'm happy with the direction the look is going in
Digital Illustration: Plan view of a spaceship. Symmetrical along its spine. Front, mid, and rear hull sections are teal and cream striped. The girder like structure holding things together is a bright buttery yellow.
Digital illustration: Plan view of a spaceship. A small blue tug, with a cockpit right at the front, and three engines at the back, attached to a bright orange framework. Either side of the frame, two oversized containers.
Fast Picket 'Erebus', and Cargo Engine 'Husky VII'.
#Spaceships #SciFi #Illustration #MadyByHumans
Sketchbook drawing of a big old spaceship, ink and marker
From the Lockdown Era
14.01.2026 18:41 β π 1581 π 214 π¬ 9 π 4Looking for a job #PortfolioDay
07.01.2026 09:57 β π 1227 π 374 π¬ 19 π 8
My tween animated Hollow Knight interface is out!
This is the fanciest page of the guide so far, but it should be fairly simple to understand!
The guide is free and always will be π©΅
qaqelol.itch.io/tweens
#Godot #GodotEngine #Tween #HollowKnight #UI #Guide
A poster, built in Blender, showing the industrial Funicular from the Manga, Akira.
My illustration, Elk Island Light. An orange lighthouse floats on the ocean, at its base, tentacles extend in to the deep.
My illustration, Deep Space Fleet. A page of brightly coloured spaceship sketches.
My illustration, ISO Grid. 16 isometric illustrations of various little buildings. From a sci-fi noodle bar, to a Venetian palazzo.
I'm Rob, an illustrator, designer, and writer from the UK. With a background in graphic design, I now spend my time drawing spaceships, robots, and other strange stuff - either for myself or for indie games and publishers.
1/n
Everything you see is procedural, not scaled instances like #bulwark , nope that's meshdata , appended, deformed , mirrored and rewound.
Nautical clay to mold into your own Bulbous Battle Boat.
A timeline visually representing the advice from my post, emphasising how dramatically and reliably having more time, with a testable build, converts to your game being better and your studio being safer.
I've been running an indie games studio for 15 years now, and it felt like a good time to boil down what I've learned into 4 pieces of advice:
www.pentadact.com/2026-01-08-1...
I hope it's of use, not least because goddamn I forgot how long blog posts take to write.
Strangest issue I've encountered in the wild when fuzzing: `vaddps xmm0,xmm0,xmm1` and `vaddps xmm0,xmm1,xmm0` are *not* the same on x86 when it comes to which NaN payload it chooses. But LLVM will reorder the arguments anyway!
Lesson learned: always canonicalize your NaNs when fuzzing.
Please, if you like Star Wars, especially the original trilogy, if you have Xbox Game Pass, don't miss Star Wars: Outlaws.
I had a great time exploring Tatooine, Kijimi, and other nice planets with my speeder, even though my Trailblazer remains my favorite vehicle. And the characters are nice. π
cleaning out my screenshot/screencapture folder
03.01.2026 09:35 β π 80 π 5 π¬ 1 π 0Designed the enemy units for this awsome game!
03.01.2026 11:22 β π 166 π 21 π¬ 0 π 0Nice to have that view at least. RenderDoc saved me more than once, itβs really critical to debug some shaders.
03.01.2026 08:55 β π 1 π 0 π¬ 0 π 0Whatβs the View Mesh button under "Shader Module 311"? (genuinely asking, Iβve never tried RenderDoc with a mesh shader)
02.01.2026 19:52 β π 1 π 0 π¬ 1 π 0new year new post
01.01.2026 20:52 β π 2704 π 654 π¬ 24 π 82026
02.01.2026 12:00 β π 23 π 2 π¬ 0 π 0Bienvenue / Welcome / γγγγ π€
02.01.2026 16:35 β π 1 π 0 π¬ 0 π 0