Part-time solo indie #GameDev / composer / artist Co-founder of The Godot Barn @GodotBarn Working on his next big game (TBA). #GodotEngine

Joined November 2021
Did you know that in Folklands, unemployed folks flock towards burning buildings, waving their arms and asking you to put it out 💦 the building will still burn down but circus to the people! 🔥
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It's been a while since I've last posted here. I'm active in the "other platform" with the blue thingy. Should i cross post here, too ? 🤔
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Saying goodbye to Youtube as a viewer. The recent usage restrictions are just intolerable. I'll keep posting devlog (if i find time to do so), but else, I'll enjoy a life without YT. #YouTubeDOWN
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Wireframe rendering shows how the terrain is moved on the fixed mesh. The shader is performing a bicubic Bézier interpolation on the 128x128 heightmap (as for all the previous posts made about terrains). #GodotEngine #shader #glsl #indiegame
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Blue : Fixed Mesh moving along with the camera (36k vertices, 72k faces) White : 128x128 instances of 3x3 quads (262k vertices, 294k faces ). The fixed mesh is computed once and a shader "moves" the terrain on it based on the camera translation/rotation. #GodotEngine #solodev
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I'm starting an article (or a series of articles) about making a workflow to create 3D animated characters into Godot. As a draft, i've made a quick experiment. It's a bit rough/unpolished, but tell me what you think about it. youtu.be/_ChIgQkp0Po #GodotEngine @GodotBarn
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#GodotFest sets the bar high. Quality talks and great organization. I've met many delightful devs. Unfortunately, I've not seized the opportunity to greet many of the people i know online 😥 Everybody looked super busy.
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Sadly, this implementation misses the point of this particular version of Perlin noise : Stretching along a vector field. The shader implementation uses world position and normal to apply the noise upon a surface. I should add a method to take position and normal into account.
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But it won't be used in case of Noise2DTexture, obviously. The Noise3DTexture should be fine tho. This new method will have to be directly called. It might have a usage in a software (CPU based) application even if it fits more GPU based computation like shaders.
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Right handed vs. Left handed keyboard mapping (when you can remap ...). #gaming #Accessibility
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Well, it got to start somewhere ...
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Simple 2D maze generator using #GodotEngine. #procgen #indiegamedev Code and example available at thegodotbarn.com/contributio…
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What about a nice little #GodotEngine module to give a small API about feedforward neural networks and backpropagation learning ? Just that. Nothing more. Very focused and narrow scoped.
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Casual Garage Coder retweeted
my custom brush got filled with junk data again and just LOOK AT IT it's the prettiest one yet! #digitalpainting #GodotEngine #art
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What are your favorite headphones ? (And why)
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Script prototype of daylight map: Amount of light the map get through the day. Missing: Indirect lighting(will depend on type of terrain), and taking water into account. Then, porting this in C++/OpenMP/AVX. #procgen #indiegamedev #solodev #GodotEngine
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Used AVX to unlock usage of SSE2 extended CPU instruction set. The computation is twice as fast now. Lakes and rivers are computed using a "trick". It only takes 5ms. Irrigation map uses those data to determine where the vegetation thrive due to irrigation. #procgen #indiedev
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Irrigation map computed using C++/OpenMP. The lakes and rivers only take less than 5ms to compute, but the irrigation requires to be spread using some rules. Too reach stable state requires ~200ms with a core i5-13th gen :/ Next step, vegetation ! #indiegame #solodev #procgen
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