Backed up by the soft power of long unchecked cultural dominance, as Frankie Boyle put it:
“Not only will America go to your country and kill all your people, but what’s worse is that they’ll come back 20 years later and make a movie about how killing your people made their soldiers feel sad."
08.03.2026 00:12
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They were. Although interestingly the first game wasn't made with Unity, it was made with libGDX, which like Godot is open source. I believe they switched to Unity for SLS2 dev about 2 years prior to the runtime fee, then jumped ship to Godot after. So really, both games are a win for FOSS tools!
07.03.2026 23:59
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And it's almost 3 times that now!
07.03.2026 23:49
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Just read an article some sausage on here is sharing as an argument for LLM consciousness. The evidence? 2 Claude models, prompted to discuss being an AI with each other, regurgitated some waffle about consciousness. Of course it did, the entire canon of human authored sci-fi is in the data set, ffs
07.03.2026 23:44
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And 200,000...
And 300,000...
And 400,000...
And 500,000...
Turns out this spire is pretty tall!
07.03.2026 23:18
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The original Beach Boys lineup was actually 4 sharks in a trench coat
07.03.2026 22:24
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jonathan frakes telling you you're wrong for 47 seconds
YouTube video by wintermoot
My internal monologue every time an AI boss alludes to their mid-witted new plagiarism chatbot developing consciousness youtu.be/GM-e46xdcUo?...
07.03.2026 22:17
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I just revved up a chainsaw and dropped it in a box of important documents. It tore them to shreds and is now wildly oscillating around the office chewing up all of my furniture. If you also do your paperwork with a chainsaw, you should join my substack. I just shared my top chainsaw handling tips.
07.03.2026 22:10
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"It’d make me extremely happy to find out that other game developers learned something from reading through our code and our scenes :) "
Very timely thread, having just seen this comment from one of the Slay the Spire 2 devs following release:
06.03.2026 23:09
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COMPUTER WORLDS: A Showcase of Strange & Distinctive Games - Coming to noclip_2
YouTube video by noclip_2
INTRODUCING COMPUTER WORLDS
A showcase of strange & distinctive games created by independent developers - premiering next week on noclip_2
SAVE THE DATE
MARCH 12th - 1PM ET / 10AM PT
WATCH & PLEASE SHARE:
www.youtube.com/watch?v=kYRp...
06.03.2026 17:10
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But then he takes a look at it and says "not quite done yet" before wincing and shoving it back in. The skin on his hands audibly crackling the whole time.
06.03.2026 06:10
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Well damn, I know what I'm doing this weekend!
06.03.2026 05:24
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Looks great, wishlisted
06.03.2026 05:19
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as if millions of vertices cried out in terror and were suddenly silenced
06.03.2026 05:13
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i will now stop trying to convince anyone that Godot Engine has been battle tested.
(that concurrent players number is insane!!) #godotengine
06.03.2026 04:22
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Haven't seen this before. Love the UI!
06.03.2026 02:45
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Perfect. Will keep an eye out
06.03.2026 02:35
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Agreed, there is something off with the hierarchy. If you're on Win11, this recent add-on changes it completely: github.com/MarioBossRea...
I've only tested it briefly so I can't say I'm 100% sold yet, but I do think the official layout needs work in this area
05.03.2026 23:32
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Yikes. I haven't touched the signal gui routing in years and this looks like a terrible experience
05.03.2026 23:08
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I'm sure this has been mentioned already but addon management is very clunky still. I'm a very reluctant git submodule user but it's convoluted and not all addons suit it. Globalised add-ons and a better way to distinguish between actual project dependencies and editor-only tools would be excellent
05.03.2026 23:04
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I know some work was done on this previously, for the file system / scene tree. But there are still instances where it's not working intuitively in the inspector with nested resources, for my setup at least. I'll investigate and try to pin point where it happens most.
05.03.2026 23:00
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I'd need to test contexts, but I find hover-to-expand while dragging a file quite inconsistent. I'll often be dragging a resource over to the inspector to add it to an export field, only to realise I've got some collapsed regions in the way. While dragging, most elements should open on hover.
05.03.2026 22:54
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The shader editor auto opening and stealing focus from the code editor, whenever I go anywhere near a node with a material on it has been a pain recently. This thing suddenly has a life of its own!
05.03.2026 22:48
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