Pedro J. Estébanez's Avatar

Pedro J. Estébanez

@randompedroj.bsky.social

•Veteran @GodotEngine.org contributor (a.k.a. RandomShaper) •Console middleware lead eng. at @w4games.com •Author of http://hellrule.com •Songwriter, singer, guitarist •Nightly retro QBasic gamedev adventurer

1,249 Followers  |  53 Following  |  70 Posts  |  Joined: 28.04.2023  |  2.281

Latest posts by randompedroj.bsky.social on Bluesky

Not a fan of scatological humor. However, I felt like sharing I've just typed `gut push`, which makes a good couple with my classic `git stash poop`. `git lol`.

03.10.2025 08:58 — 👍 1    🔁 0    💬 0    📌 0

Proud to be part of this! Hopefully, I've addressed most of your resource duplication headaches. 😃

16.09.2025 09:13 — 👍 18    🔁 2    💬 1    📌 0
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Light beam shader in godot So I was noclipping through d1_canals_08 in HL2 as one normally does on a saturday night when I saw this: A nice sharp volumetric light that does a lot for the mood of the scene. Half Life 2 was relea...

How to make a light beam shader in godot + download

12.09.2025 21:58 — 👍 548    🔁 97    💬 11    📌 3

Holy smokes! I think I know where the Godot console support comes from 😏

The Chasing Carrots devs did an amazing porting work on HoT, which IMO benefited both the game and @w4games.com's middleware which was well tested and improved for everyone.

12.09.2025 09:27 — 👍 28    🔁 3    💬 0    📌 0

I am so happy Pablo eventually decided to do the talk. So important to get some Console experience with Godot out!

06.09.2025 18:22 — 👍 3    🔁 1    💬 0    📌 0

Audio in Games is so important! Paul shows us how to make music layered and adaptive at @godotfest.bsky.social!

29.08.2025 12:27 — 👍 4    🔁 2    💬 0    📌 0
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Doing almost all of my tutorial animations and visualizations in Godot now. Once you setup the custom classes and animation logic...putting together fun visuals like the first half here takes minutes AND is tied to actual game data.

29.08.2025 12:22 — 👍 69    🔁 4    💬 3    📌 0

My big brother @stormi-v2.bsky.social is about to beat me to releasing a game on Steam(*), despite me being the one working professionally in the game industry 😭

Help me repair this injustice by wishlisting, following and sharing @oremus-the-game.bsky.social!

A beautiful text adventure in 🇬🇧 and 🇫🇷!

07.08.2025 09:53 — 👍 56    🔁 18    💬 4    📌 1

In this episode of DF Direct I talk about Microsoft's planned "Advanced Shader Delivery" for Direct X, which as it stands, is currently the PC industry's most realistic chance at eliminating shader compilation stutter for good. Relying on individual devs has proven to be unreliable at best (1/5).

25.08.2025 17:26 — 👍 138    🔁 15    💬 9    📌 0
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Stick it Up! Stick it Up! is an online tool to know how much to extend your controller's analog stick in order to emulate another's feel.

Do you know about the importance of the thumb-travel range for a controller analog stick?

This new concept will change the way we play games with analog sticks. *I'm dead serious.*

It also opens the way for thumbstick emulation for more accurate retro gaming.

Wanna know more? Read my article.

25.08.2025 22:16 — 👍 38    🔁 13    💬 3    📌 0
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Pointer Tagging in C++: The Art of Packing Bits Into a Pointer Using tagged pointers to save memory, speed up dynamic dispatch, and compact data structures

Pointer Tagging in C++: The Art of Packing Bits Into a Pointer vectrx.substack.com/p/pointer-ta...

20.08.2025 20:39 — 👍 50    🔁 8    💬 0    📌 0
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Building with #GodotEngine? Meet us at #devcom ahead of #gamescom2025. Meetings start today! Let’s forge meaningful connections and speed up your launch. Got questions? Drop them below, and we’ll connect on-site at the world’s biggest video game event! 🤝

#GodotEngine #gamescom2025

18.08.2025 16:27 — 👍 13    🔁 4    💬 0    📌 0

We should do this with many other open source projects and brands 😬

17.08.2025 13:07 — 👍 30    🔁 4    💬 0    📌 0

I *hate* movie trailers.

16.08.2025 15:11 — 👍 1    🔁 0    💬 1    📌 0
Shader Symbiosis by Reg No game, just interactive shaders - experiments with GPU programming in Godot

This is the project I've made solo during Slavic Game Jam 2025. Nothing fancy, not even a game, just 5 interactive shaders, to learn how to do custom GLSL shaders in Godot (incl. temporal feedback). Source code included.
reg-697500.itch.io/shader-symbi...

15.08.2025 14:21 — 👍 9    🔁 5    💬 1    📌 0
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W4 Games Completes 24,000-Kilometer Trip to the World’s Largest Video Game Market

W4 Games completed a 24,000km trip visiting China and Japan! It was an eye opening experience that left us with even more energy to help #Godot grow everywhere around the world. Read more about our experience here 👇

www.w4games.com/blog/w4-game...

13.08.2025 16:35 — 👍 18    🔁 3    💬 1    📌 0
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Just learned about std::ignore to tell the compiler you're ignoring a return value marked as 'nodiscard' on purpose.
en.cppreference.com/w/cpp/utilit...

07.08.2025 18:32 — 👍 5    🔁 0    💬 0    📌 0
🚨 Built entirely in VR, no PC required, using #GodotEngine. Yes, it’s real! A game made inside the Godot XR Editor on Meta Quest.
💡Watch now on youtube #GameDevelope

🚨 Built entirely in VR, no PC required, using #GodotEngine. Yes, it’s real! A game made inside the Godot XR Editor on Meta Quest. 💡Watch now on youtube #GameDevelope

🚨 Built entirely in VR, no PC required, using #GodotEngine. A game made inside the Godot XR Editor on Meta Quest. Learn how Logan Lang and David Snopek made it with just a headset and the power of open-source tools on a game jam! 
Watch now #GameDeveloper: https://www.youtube.com/watch?v=6RE8KuCspqw

04.08.2025 14:03 — 👍 21    🔁 4    💬 0    📌 1

I prefer positive-formulated conditions. E.g., I prefer `if (ptr)` over `if (ptr != null)`, and `if (vec.size())` over `if (!vec.empty())`. The effective double negation of otherwise written expressions stand in the way of readability.

03.08.2025 08:11 — 👍 3    🔁 0    💬 0    📌 0
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How to speed up random memory accesses | Sebastian Schöner At some point when optimizing software, you are left with a soup of pointers that you just have to dereference, even though you know that you are going to suffer a cache miss for every single read. Co...

How to speed up random memory accesses
blog.s-schoener.com/2025-07-28-r...

29.07.2025 11:12 — 👍 24    🔁 3    💬 1    📌 1
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I was at the Madrid OXO Museum of the Videogame this weekend. I had a chance to play with the old glories as well as checking out some funny stuff.

27.07.2025 20:17 — 👍 2    🔁 0    💬 0    📌 0
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Sorry for the silence - we've been busy with BitSummit 2025! It was a great time, and we had great talks with many, many people! But I'd like to share that there was some great discussion with representatives from @w4games.com & @godotengine.org, and we got a group picture! #godotengine #gamedev

20.07.2025 14:42 — 👍 20    🔁 5    💬 0    📌 0
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Would you guess which of the following icons (from GMail, in this case) I've learned to despise and ignore as much as possible?

21.07.2025 09:38 — 👍 3    🔁 0    💬 2    📌 0

An interview I can't miss! I remember, very back in time, having some text files, obtained from I don't know where (Internet was still not a thing, for me at least), which were articles on rasterization by S. Barrett. I learnt a lot and even wrote my first routines thanks to those.

20.07.2025 19:46 — 👍 2    🔁 0    💬 0    📌 0
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VoxelGI in #Godot 4.5 is gonna be 🔥

06.07.2025 09:13 — 👍 118    🔁 11    💬 4    📌 0
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How the release cycle works: Godot Engine 4.5 Interview with Rémi Verschelde, featuring contributions from W4 Games

@akien.bsky.social highlights the W4-supported upgrades in Godot 4.5, including Shader Baker, Script Backtraces and more.
Did you know #GodotEngine 3 is still maintained for legacy hardware?
Read the full interview #GameDeveloper:

04.07.2025 16:03 — 👍 39    🔁 5    💬 0    📌 0

Also, kids, bear in mind that hanging up the phone is what you now refer to as 'end call.'

21.06.2025 08:44 — 👍 4    🔁 0    💬 0    📌 0

Thanks for the shout-out! 😃

19.06.2025 16:37 — 👍 1    🔁 0    💬 0    📌 0
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Wow, I can never remember the precise command for this.

19.06.2025 12:13 — 👍 0    🔁 0    💬 0    📌 0
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Optimizing 3D scenes in Godot on Arm GPUs In part 1 of this series, learn how we utilized Arm Performance Studio to identify and resolve major performance issues in Godot’s Vulkan-based mobile renderer.

If you are interested in low-level development, our rendering lead @clayjohn.bsky.social wrote a post sharing some insights into the optimization process for mobile devices using Arm Performance Studio 👇

community.arm.com/arm-communit...

11.06.2025 18:38 — 👍 197    🔁 24    💬 1    📌 1

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