Aaron Icenhour (@WardensDev) header
Aaron Icenhour (@WardensDev) profile picture

A lone game developer. Working in Unreal Engine and Godot!

North Carolina
Joined June 2021
Photo by Aaron Icenhour (@WardensDev)Photo by Aaron Icenhour (@WardensDev)Photo by Aaron Icenhour (@WardensDev)Photo by Aaron Icenhour (@WardensDev)Photo by Aaron Icenhour (@WardensDev)Photo by Aaron Icenhour (@WardensDev)Photo by Aaron Icenhour (@WardensDev)Photo by Aaron Icenhour (@WardensDev)Photo by Aaron Icenhour (@WardensDev)Photo by Aaron Icenhour (@WardensDev)
Just released a new Godot plugin called Godot Variant Notation (GDVN). It's an extension of the JSON class that makes Variants parse-able both ways when encoding your data. All you have to do is replace JSON in your code with GDVN! godotengine.org/asset-librar… #GodotEngine #gamedev
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I made a parody game of Tom Scott's "Two Drums and a Cymbal" video. 🥁🥁🔔 The objective? Stand still and deliver your lines like a good friend while Tom throws percussion equipment at you. What'd you do with your Saturday night? #gamedev #indiedev
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Aaron Icenhour retweeted
Here is the result of my #Godot4 3D experiment. All the assets are custom-made with #Blender3d. Should I open-source it? #screenshotsaturday #GodotEngine
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The first iteration of my ComputeWorker plug-in was accepted to the @godotengine asset store today 🎉! Really looking forward to continuing development on this project. I've learned so much by working on it. godotengine.org/asset-librar… #GodotEngine #gamedevelopment #indiedev
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I'm creating a Vector Field plugin to go alongside my compute shader plugin as a demo project. Includes an importer for vector fields generated by VectorayGen. Works with RigidBody3Ds, with signals and functions for sampling points in the field. #GodotEngine #indiedev #gamedev
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Each leaf in the demo scene is a RigidBody3D. Seems it can hold up to 75 rigid bodies at a time right now before frames start dropping. But there's still a lot of optimization to be done in the CPU department.
I'm working on a ComputeShader addon for Godot 4.0, which wraps the RenderingDevice API. It provides a ComputeWorker node and custom resources for various engine data types that wrap API setup and GLSL encoding specs. Here's an example of it at work: Vector Fields! #GodotEngine
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You just drag and drop the custom resources in the the Uniforms array, set your bindings and uniform type and it handles the rest. ComputeWorker provides functions for setting and getting data from the uniforms.
Pro tip: VPNs are a fantastic tool to test your multiplayer code with varying amounts of latency.
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Wish I had thought of it before I wrote all that code to simulate latency between the client and server.
I'm thinking of moving Wardens back to Godot 4.0 now that the engine is moving closer to a stable state. I feel like I've learned enough about Unreal that I can shift my focus to making a small, more releasable game with it. I am gonna miss that terrain editor tho😮‍💨
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Aaron Icenhour retweeted
*Looks up #Naga* "Half man, half snake...Okay I got this." *Draws it and then looks up a picture of one.* "Close enough..." #pixel_dailies @Pixel_Dailies #pixelart
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Take a look at the sprite on the left, in particular his face. I am interested to know how you interpret it. Do you see it as A or B?
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Aaron Icenhour retweeted
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I made a short video about Horizontal and Vertical progression in games! I was going to make a longer form video, but my power went out and I lost my entire outline. 😮‍💨 Ctrl-S, people. Ctrl-S. youtube.com/shorts/XjXRrIIJ-… #gamedesign #gamedev #youtubeshorts #indiedev
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Aaron Icenhour retweeted
I had the opportunity to talk with @SenGaryPeters on Cyber Security and walk him through some hacking exercises. It was a great experience. I'm happy to have represented @secureideas at @wmcat. #CyberSecurity photo credit Cody Scanlan/Holland Sentinel @HollandSentinel
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