>>/ this rocks
>>/ this rocks
#retro #godot #gamedev #indiedev #FPS #solodev #sci-fi
Hoverbike in action
>>/ Hello Again Blue Sky i'm just here to inform u i bleached half my hair a few weeks ago and now Back To My Lurker Hole
>>/ for sure :) it's a good crowd youre gonna have a Great fuckin time and I know ur gonna kill it
>>/ oh SHIT thats awesome i was already gonna be there b/c these events have been Super Fun but this is amazing i can't wait to say hi in person after all this time
>>/ when i tell u Dolls Night gave me community the last 3 months... it's honestly the greatest shit to happen in my life in the last year. love u all v much. i'm somewhere in the back left window lmao
>>/ thank you for playing and enjoying our game โค๏ธ
>>/ sweater weather is upon us
>>/ it was like... VERY shortly after i got here, a few months maybe?
>>/ i have come such a long way <3 it's been a little over two years of HRT and i wouldn't trade these two years for anything else. it saved my life.
The train has left the station, and you're the one driving!
EXPERIENCE TRAINSANITY TOMORROW
@shovelinc.bsky.social
@adc-ax.itch.io
@sine.fyi
TRAINSANITY
me + @adc-ax.itch.io + @sine.fyi
@shovelinc.bsky.social ๐ช
AUG 14th
#func_godot 2025.8 for @godotengine.org is OUT!
github.com/func-godot/f...
@sine.fyi and I have been working on this for the past few months. While we didn't resolve everything we wanted to, we felt it was strong and stable enough for release.
I'm really proud of what we pulled off on this one.
>>/ the store page for my short game WOOD for NOBODY ELSE is now live! check it out...
store.steampowered.com/app/3849700/...
#godot
>>/ i get what's going on with smooth groups now-- only a few little changes left to take it from per-surface to per-mesh (as different textures are different surfaces in #godot)
>>/ finally! the entire purpose of the refactor: per-entity phong shading.. coming soon :)
>>/ i spent a little more time the last few days working on #func_godot again. we've got convex and concave collision shape generation working with the re-write, so only a few things are left to do -- phong & metadata for mapping concave collision shape faces to the mesh tris
>>/ yoo yeah depending on the needs this might not be too crazy but a little more info would be great. dm me, love to talk
J.A.C.K. Source engine map editor. It shows the default room upon creating a new map. It is saved as a VMF.
The VMF from the previous screenshot has been built by FuncGodot in the Godot Engine.
A section of Surface Tension from Half-Life, built from a decompiled VMF by FuncGodot in the Godot Engine.
We can build VMFs in #func_godot now. Team effort between myself and @sine.fyi.
I've been handling parsing and entity assembly, she's been working on all things geometry because she's smarter at this stuff than I am.
Pretty soon you'll be able to use Hammer with @godotengine.org.
#gamedev
>>/ some of u really dont understand how open source software works, and that's fine, but i'm begging you to look into how the godot engine development *actually* happens and what the foundation *actually* does
Sponsors have absolutely zero influence over the project.
They donate money with no strings attached, and in exchange they get a logo placement and a one time shoutout as a courtesy (if they want one).
I do agree that it needs to be made more explicit as it's widely misinterpreted.
I think a lot of the ruckus is because people have varying expectation of the relationship between opensource software and sponsors, thinking that sponsor automatically means they have a seat in the control to poke the steering wheel, akin to shareholders. So clarity on it would be good.
>>/ welcome to the fun world of low level graphics coding it's gonna be thet long and more often
>>/ it also wasnt messy enough but i have since worked on that more
>>/ It's not really feasible to do everything 100% branchless tbh
>>/ it is now that i have installed Blackout Curtain
>>/ Stencil buffer is awesome I cannot say it enough
>>/ and callable.create is probably a little unwieldy here too
>>/ it's just some defines which don't really cost much but if checks in gpu code are expensive
>>/ pretty standard if a lil spartan
>>/ by default things just behave more like a for-range loop in c++ en.cppreference.com/w/cpp/langua...