Probably because its a fish-eye lens.
13.07.2025 14:39 โ ๐ 5 ๐ 0 ๐ฌ 2 ๐ 0@huttyblue.bsky.social
Environment Artist, GameDev
Probably because its a fish-eye lens.
13.07.2025 14:39 โ ๐ 5 ๐ 0 ๐ฌ 2 ๐ 0Yeah that would be a better approach, I had heard tool buttons were coming but I didn't realize they got in 4.4
21.05.2025 23:09 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Heres a fun little toolscript to bake out godot's generated 3D noise textures as a standard static 3D texture.
As there doesn't appear to be any built in way to do it otherwise.
#godot #gamedev
In a round about barely counts sorta way, its Happy Chaos.
For further context consult the entirety of the xrd and strive storymodes.
The walls got pipes too now.
The green rock walls are also new, but they are pipeless and therefore uninteresting.
#godot #gamdev
pipes everywhere sinking into the leaves
Me earlier "we need to keep the floors simple so combat is readable and performance stays high"
Also me "but what if there were pipes eeeeeverywhere and they used vertex displacement to sink into the leaves"
#godot #gamedev
I think its about time I figured out how those fancy new geometry nodes work.
After getting through the basics I've got a 9-slice style deform for scaled cubes.
#blender #gamdev
And I have still let to learn the correct set of contexts to make the per-bone-weight-sliders appear in weight paint mode.
I've seen it before, I know it exists, but every other time I try to use it its just missing.
As much as I love Blender, one of my biggest gripes is how it loves to hide UI elements if you aren't in the correct context.
Here the controls to modify the grid are only visible in the UV-Edit panel if you have the 3D view in edit-mode. Even though the grid is visible regardless.
#blender #ux
Updated the visuals for when you have curse to show both forms of the player model using the voxelized effect for the seam.
#godotengine #gamedev
Godot, greyed out from crashing shows the last image of what it rendered before becoming unresponsive. A thumbnail preview of a scene tab, showing the player character staring just over the shoulder of the metaphorical camera. menacingly
Windows has crashed Godot for your safety. While it was distracted importing an irresponsibly complex model the creature had almost escaped.
#godot #gamedev
Theres a note at the bottom of the subtract node's docs page that goes into the difference between using the subtract node vs a negative-add
In practice with my rig the subtract node is mostly the same, but the characters head gets tilted the wrong way.
docs.godotengine.org/en/stable/cl...
This feels so wrong but it is mentioned in the docs. In order to blend the shoot animation onto my run animations I need to cancel out the starting pose.
And to do this you don't use the "subtract" node, you use and "add" node with a value of -1
...
#godot #gamedev
More expansions to my particle system for Iron Siren. I'm trying to generalize the effects that used custom shaders into one big shared configurable shader. Here the grow property is interpolated by a curve, and the color is as well, but offset by the facing angle.
#godot #gamedev
New rig is coming together.
The LookAtModifier Node in Godot only respects bones that are a "true parent" and ignores any relationships bound by the child_of bone constraint.
There doesn't seem to be a way to fix the inverted rotation so I guess I'll invert the target in code.
#godot #gamedev
The blender window in weight paint mode with the settings window showing the weight paint gradient above it. Unrelated but I just noticed that the character limit for alt text is 2000 characters. I might just start putting my text content into alt-text so I don't have to worry about rewording my posts several times to fit in the limited constraints.
Something thats bugged me forever is Blender's weight painting uses blue for both 0.0 weight and 0.1 weight. Well turns out, you can change the weight gradient in the settings.
So no more thinking I cleared an area just to later find out one of the verts still has a tiny amount left over.
#blender
bug
30.01.2025 03:39 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Sorry I haven't posted in a bit, I've been stuck in the bone maze again.
#gamdev #blender
Seeing things around corners.
The retro games your Anbernic runs used to require much more power hungry and energy inefficient machines.
The same will likely happen with with hardware rt, give it 20 years and you might be able to run it on a fanless handheld as well.
Idk how the code I changed turned the enemies into money rockets, but it sure is happening.
#godot #gamdev
And now the new map menu is actually in-game. It shows up between levels after the crafting screen.
Currently all that really changes per-level are the biomes (tile art, enemy/element spawns), and the depth level (loot rarity).
#godot #gamedev
Now interactive, as you progress down the route nodes that are no longer unreachable will be greyed out.
Each node also has biome information for the level it contains.
#godot #gamedev
Working on a new map system for IronSiren, previously it just giving you a selection of seeds for the next level.
Now it generates the entire set of levels and their connections at the start of a loop. The player will see this so they can make some long term route planning.
#godot #gamdev
If the blip is so small it can't be perceived in a 512x512 image then it probably isn't worth noting in an article.
15.12.2024 15:34 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0The player standing in front of some glitchy boxes, there are cryptic words above them that tell of secrets unknown. Such as "NE2SW4"
I hadn't used it like this before but Godot4's Label3D is actually really handy for debugging.
You can just spawn them into the game world with code when you need them to get a positional printout.
Here I'm using it to debug an issue with my border tile generation.
#godot #gamedev
Finally got around to fixing the electrical arc weapons
All hail the big shocky
#godot #gamdev
Working on some improvements to my in-game particle editor.
They aren't "real godot particles" but instead specially specially flagged pooled projectiles.
This allows me to do some stuff that godot particles can't. Like full 3 axis tumbles, force interactions, and not stutter.
#godot #gamedev
Ah yes, the gifs.
There appears to be some invisible filesize limit, as the 36mb 256color version didn't seem to work.
Anyway, nothing to see here, just normal perf testing with my collection of 2048 spiders.
#godot #gamedev
A still of the player character shooting a shotgun with the projectile trails fanning out from the starting point. Overlaid is a series of lines which is the trail position and rotation data encoded as colors in a texture.
Sorry for the big gap in posting, I've been down an optimization rabbit hole again. The slowest code in my game is the stack of shader_params used for projectile trails, so I've been moving that data to a viewport-texture and there were some bit-depth and srgb related issues.
#godot #gamedev
Got a massive influx of followers today, so hello!
Enjoy this clip of me crashing the game with a run well into the deeply unbalanced endgame.
Full stream vod here www.twitch.tv/videos/23059...
#godot #godotengine #gamedev