@thomastc@mastodon.gamedev.place avatar thomastc , to random

I started this iteration of Around The World one year ago today. Time for a retrospective blog post!
https://frozenfractal.com/blog/2026/2/14/around-the-world-29-one-year-in/

@thomastc@mastodon.gamedev.place avatar thomastc , to random

Finally figured out the right way to combine SSR reflections and refractions in a .

Refraction goes into ALBEDO, mixed with the water's own colour depending on the length of the refracted ray.

Reflection is harder: it cannot go into ALBEDO or EMISSION because it will be added to the value read from the radiance cubemap. But this is exactly what RADIANCE is for: replacing the value sampled from the cubemap with my own. Overly bright reflections are now gone!

ALT
@yurisizov@mastodon.gamedev.place avatar yurisizov , to random
bsky.app.profile.gamingonlinux.com Bot , to random
@yurisizov@mastodon.gamedev.place avatar yurisizov , to random

What if every Control node in Godot was a container?

Containers, after all, are just extra positioning logic that forces a state on child elements. Separation of this behavior from basic Controls is nice at first... But eventually you end up wanting stuff like Buttons behaving like containers, or children escaping parent container logic.

So what if every UI node was inherently capable of "containing" a child, and the child would decide if it wants to be anchored or contained.

@gamingonlinux@mastodon.social avatar gamingonlinux , to random
@raemariz@spore.social avatar raemariz , to random

New profile. Time to update post!

Hello! I’m STILL a tiny Hawaiian punk mom living in Stockholm who writes fun, imaginative, hard-to-categorize usually featuring or futurisms.

I DID find this to be a space to chat about craft and crafting mostly at and

But I’m also into and now and looking to connect with folks in those spaces

https://raemariz.com

@binbun3d@mastodon.social avatar binbun3d , to random

caustics type of stuff using world space coordinates from depth

Fake caustics using world space coordinates calculated from depth

@thomastc@mastodon.gamedev.place avatar thomastc , to random

Interaction between incoming waves and the coast. The effect is based purely on local depth. As the waves approach the shallows, they get shorter and taller, until a point where they suddenly lose a lot of amplitude.

If the wind blows away from the shore, though, this becomes a mess. I'll need to check the gradient of the distance to the coast and inhibit the effect.

Rendered video of a coastline with incoming ocean waves.

@thomastc@mastodon.gamedev.place avatar thomastc , to random
@sparkles@peoplemaking.games avatar sparkles , to random
@antti_tiihonen@peoplemaking.games avatar antti_tiihonen , to random
@kubikpixel@chaos.social avatar kubikpixel , to random

OpenCiv3

OpenCiv3 is an open-source, cross-platform, mod-oriented, modernized remake of Civilization III by the fan community built with the Godot Engine and C#, with capabilities inspired by the best of the 4X genre and lessons learned from modding Civ3.

🕹️ https://openciv3.org

ALT
@DoodleDonut@equestria.social avatar DoodleDonut , to random

Started making a real level. My goal is to have 10 major collectibles, with only some being collected by simply exploring.

The rest should have a unique challenge, but I want to organically find out what those should be by just playing in the level and imagining!

18+ @oddtail@meow.social avatar oddtail , to random

OK, so I think I understand the basic idea about anchor points for UI elements.

They resize when the game screen size changes and whatnot.

The problem is, they only do that in respect to the entire screen? As in, the viewport assumed by the UI does not change when what is displayed on screen is set to a Camera2D node.

And if that camera moves, the UI does not move with it.

Can I tell UI to resize itself with respect to a specific Camera2D node, not to the whole app, so to speak?

I hope I'm making sense with my question.

@thomastc@mastodon.gamedev.place avatar thomastc , to random

Getting somewhere with my waves rendering. It's fully driven by wind speed based on actual physical models, and runs mostly in the vertex shader so it's speedy too.

A video of a rendering of ocean waves, with a pixelated foam and reflections.

@Gonzelvis@mastodon.gamedev.place avatar Gonzelvis , to random

is waking up one morning with a silly idea and then not resting until you make it real! 🤪

making of and video game footage of van being hit by minigolf putter

@deadsuperhero@social.wedistribute.org avatar deadsuperhero , (edited ) to random

My little brother is making a game using AI, and it's basically Super Melee from Star Control II. I was a little turned off at first, but have been inspired to develop my own from scratch using . This includes recreating all of his AI-generated ship sprites by hand, and slowly figuring out how to implement the mechanics by myself.

My hope is that I can include him in this, and we can make it a collaborative effort. I don't know how far it will get, because I'm doing everything The Slow Way, but my hope is to show him how much better things can be when you do it all yourself.

@youen@mastodon.gamedev.place avatar youen , to random

How would you outline a mesh (for example to show which object is selected) in ?

I suppose I could use a post-process . If I update to Godot 4.5 I can also use the stencil buffer which could make it easier. Either way, it seems like a bit of work to get something working...

What other techniques exist for this kind of effect?

youen OP ,
@youen@mastodon.gamedev.place avatar

It is much harder than I thought to get the outline effect that I want with Godot.

The idea is to draw your mesh twice: first time you draw the object normally, and also fill a mask in the stencil buffer. Second time, you grow the mesh (with a vertex shader) and draw it with the color of your outline, while masking the inside with a stencil test.

But the technique has it quirks! More details on my blog: https://engineer-game.org/devlog/2026/02/08/object-outline.html

A screenshot where we just see a white sphere on a brown background, and a blue box in front of the sphere, partially hiding it. The sphere has a green outline, which is also visible behind the box (while the sphere is not).

@bluespruce@mstdn.games avatar bluespruce , to random

I just finished making a new trailer for my game: https://www.youtube.com/watch?v=tG11aquS3CY

This one shows more of the game’s main story, with dust storms on the surface of the moon threatening to block the town’s precious sunlight.

That means we need to diversify the town's energy tech (solar field and geothermal battery), adding wind turbines, biodigesters, compressed air and buoyancy storage, etc.

I've also added the first dust storm-related events to the demo on Steam, hoping to get feedback on those before Next Fest! https://store.steampowered.com/app/3689220/Cave_Oasis_at_Shylake/

bsky.app.profile.gamingonlinux.com Bot , to random
@gamingonlinux@mastodon.social avatar gamingonlinux , to random
@binbun3d@mastodon.social avatar binbun3d , to random

Started working on this "infinite plane" pixelart editor where all your artworks are just next to eachother and all the tools exist in the same space. Idk if this is practical at all but fun nonetheless

Lil guy, clouds and heart artworks

@MostlyDrawing@mastoart.social avatar MostlyDrawing , to random

Please enjoy a new game play video from Farm Hand. This one shows the updates to the apple quest, including the produce stand, which will be importing in upcoming updates!

https://youtu.be/meOY8A8rI7Q

Learn more about it at https://farmhandgame.org/