Reposted by @64x127.bsky.socialFabrizio Espindola @fabrizioespindola.bsky.social · 05/10/2026Anyone interested in Procedural Worlds in Godot and Compute Shaders? We want to develop this project, but we need your support! Help us reach 1K wishlists and make it happen! ➡️ jettelly.com/store/proced... #indiedev #godot 0328
Reposted by @64x127.bsky.socialNikita Lisitsa @lisyarus.bsky.social · 08/08/2026What's that?? 👀 A new devlog about my village building game! 🤯 It only took me 7 months 😅 Enjoy: www.youtube.com/watch?v=xWrk...youtube.comI Added Realistic Water And Rivers To My GameYouTube video by Nikita Lisitsa 06516
Reposted by @64x127.bsky.socialGame Maker's Toolkit @gamemakerstoolkit.com · 27/07/2026Well, it finally happened! After 9 years of Unity dominance, Godot was the most used game engine for GMTK Game Jam 2026 submissions. 🤖 Godot - 47% 🎮 Unity - 34% 🛠️GameMaker - 5% 🚀 Unreal Engine - 3% ✨ Other - 11% 9356221233
Reposted by @64x127.bsky.socialAnukari 3D Physics Synthesizer @anukari.bsky.social · 18/07/2026For anyone who is curious how Anukari works, I made this page that has a detailed explanation, where each step of the way, there's an interactive physics system that you can play will to learn about how it works! anukari.com/how-it-worksanukari.comHow does a spring-mass synthesizer work? 021
Reposted by @64x127.bsky.socialanoxicart 🍤 @anoxicart.bsky.social · 11/07/2026i know this shape, i learned it in 2nd grade. the 3-sided cylinder 2293
Reposted by @64x127.bsky.socialTits McGee @scientits.bsky.social · 22/06/2026"The level of effort is so low that we consider it spam" is a great rule to have against AI content 1069052333
Reposted by @64x127.bsky.socialTAHK0 @tahk0.bsky.social · 14/06/2026man I wish everyone I have ever interacted with online could see this 101083235
Reposted by @64x127.bsky.socialRune Skovbo Johansen @runevision.bsky.social · 14/06/2026In gamedev, we're used to sound coming from single points in space, but how do we handle sound coming from an irregular shape? In this article (with plenty code snippets), I go into details with the Point Cloud Sound technique I'm using for water and foliage: blog.runevision.com/2026/06/poin...blog.runevision.comPoint Cloud Sound for irregular shaped audio sourcesIn video game development, we're used to sound coming from single positions in space, but how do we handle sound coming from an irregular sh... 615127
Reposted by @64x127.bsky.socialNikita Lisitsa @lisyarus.bsky.social · 09/06/2026New blog post! Kinda math-heavy this time, but I wanted to share about this weirdly fascinating things called quiver representations that generalize stuff from basic linear algebra to wild unsolvable problems 🤩 lisyarus.github.io/blog/posts/q... 34011
Reposted by @64x127.bsky.socialpassivestar @passivestar.bsky.social · 09/06/2026every post I made in the past 2 years www.youtube.com/watch?v=36Si...youtube.comslowly losing my mindYouTube video by passivestar 6775
Reposted by @64x127.bsky.socialXor @xordev.com · 05/06/2026When learning shaders most tend to overcomplicate common practices like noise or color corrections. Here are 5 common noob mistakes: 36413
Reposted by @64x127.bsky.socialKelvin van Hoorn | wishlist Oniros! @kelvinvanhoorn.com · 29/05/2026They're even more mesmerising from below 😮 072
Reposted by @64x127.bsky.socialSymbolic Sound Kyma @symbolicsound.com · 13/05/2026When Max Schich @schichmax & Mikhail Tamm invited Carla Scaletti to @cudanlab on Morse Code Day, their discussion took an unexpected turn along the path to 'Ensoniment'. Check out the lecture/discussion on data sonification & analytical listening youtu.be/hQXgs2os4vc?...youtu.beCarla Scaletti: Auditory Analytics.YouTube video by CUDANLab 021
Reposted by @64x127.bsky.socialSmitner @smitner.studio · 10/05/2026A sneak peak into the development of indie games: 4252471773
Reposted by @64x127.bsky.social✨‧₊˚ meh (but spooky) ˚₊‧✨ @ericgerhardt.com · 04/05/2026If you didn't care enough to build it, why should I care enough to play it? 0101
Reposted by @64x127.bsky.socialUnity3D @unity.com · 04/05/2026Unity AI is now in Open Beta 🎉💫 We believe AI has the most impact when it helps creators move faster while staying in control of the creative process. Use our built-in agent tuned for Unity workflows or connect the AI tools you prefer via AI Gateway and MCP Server. #Unity #UnityAI 189206
Reposted by @64x127.bsky.socialZi @majormcdoom.bsky.social · 03/05/2026Imagine haphazardly changing the default behaviour on a piece of software with tens of millions of monthly users, catching unintended side effects, and then "underestimating its impact". Wtf happened to software development? Nothing makes sense anymore. 7936
Reposted by @64x127.bsky.socialZi @majormcdoom.bsky.social · 01/05/2026I can't imagine making this game without Godot live-scripting. Like, look at this that just happened. "It's so jittery, let's try commenting this out... Oh shit no no no, come back! Abort! Uncomment! Whew." Now imagine having to recompile. #GodotEngine #gamedev #indiedev 1123226
Reposted by @64x127.bsky.socialNikita Lisitsa @lisyarus.bsky.social · 14/04/2026New blog post! I really hope I'll get a decent amount of people mad with this one 😈😈😈 #programming #computing #floatingpoint #geometry lisyarus.github.io/blog/posts/i...lisyarus.github.ioIt's OK to compare floating-points for equality 1010421
Reposted by @64x127.bsky.socialPureAsbestos @pureasbestos.com · 12/04/2026reminder for all my fellow sedentary lifestylers out there. 5min of exercise a day is better than zero. you will feel better 051
Reposted by @64x127.bsky.socialAlex Kanaris-Sotiriou @kanaratron.bsky.social · 08/04/2026I blow on my bread before I put it in the toaster. 57410
Reposted by @64x127.bsky.socialRune Skovbo Johansen @runevision.bsky.social · 30/03/2026My erosion filter is out! Video, blog post, and shader source. It emulates erosion without simulation, so it's fast, GPU friendly, and trivial to generate in chunks. Explainer video: www.youtube.com/watch?v=r4V2... Companion blog post: blog.runevision.com/2026/03/fast... #ProcGen #vfx #GameDev 17557169
Reposted by @64x127.bsky.socialtorcado @torcado.com · 25/03/2026As promised, here's a writeup of how this system works :) torcado.com/blog/simple-platformer There's a playable demo and download for the p8 cart on that page. It's CC0, do whatever you want with it ❤️ 1220648
Reposted by @64x127.bsky.socialCharles Boury @charlesboury.fr · 11/03/2026artists using #godot & #blender, how do you export your props? I like to work with lineups, so one .blend file for multiple props. Looking for addon recommendations 👂 6396
Reposted by @64x127.bsky.socialZi @majormcdoom.bsky.social · 05/03/2026Found the problem. The chair responds to *locomotion*, and applies a full constraint. But, turning code executes right after that. So it does exactly ONE FRAME of turn (exactly 9 degrees) before the chair does another full constraint next frame. The result is a 18 degree shimmy. 0201
Reposted by @64x127.bsky.socialCasual Garage Coder @casualgaragecoder.com · 11/02/2026Left : blocky prototype/raw data generation. Right : interpolated terrain and "lakes" water mesh generation. Next steps : Streams/Waterfall meshes generation and water LoD management (more specifically : mesh decimation when detailed meshing not required). #Godot #procgen #terrain #gamedev 1181
Reposted by @64x127.bsky.socialNikita Lisitsa @lisyarus.bsky.social · 24/01/2026A new devlog about my village building game! 📺 Learn about how and why I transformed my game's world from a tiny 200m patch to a mighty 100km island! 🔥 #gamedev #indiedev #indiegames #devlog youtu.be/00f5GLnVtokyoutu.beI Made My Game's Map 1000x Bigger! - Village Builder Devlog #11YouTube video by Nikita Lisitsa 38319
Reposted by @64x127.bsky.socialGood Game Stuff @goodgamestuff.bsky.social · 02/01/2026One of the best interactive resources for understanding light and shadows. Unique visual explanations you won’t find anywhere else. ciechanow.ski/lights-and-s... #gamedev #indiedev #unity3d #godot #unrealengine 16519
Reposted by @64x127.bsky.socialZi @majormcdoom.bsky.social · 29/12/2025What a year. 🐧 - Lots of progress on Penguin Festival - Released TWO trailers - A bunch of Godot PRs + free addons - Many fun experiments - Leveled up skills - Said bye to Meta - Worked out / lowered cholesterol / sugar - Continued therapy + self-discovery #GodotEngine #gamedev #indiedev #VR 831135
Reposted by @64x127.bsky.socialNapas @napasgames.bsky.social · 06/12/2025Stumbled across this cool project and decided to recreate it in Godot using a StaticBody with swappable bit masks and a CharacterBody with Vector2 bounce function. Took about half an hour and I'm really happy with how it turned out! (^///^) #gamedev #godot 0284
Reposted by @64x127.bsky.socialNikita Lisitsa @lisyarus.bsky.social · 22/11/2025Rewrote the voxel raytracer to use a two-level chunk system (a 3D texture atlas for 16³-sized chunks, another 3D world-space texture referencing the atlas). Without any optimizations, for primary (camera) rays it's already 25% faster; not so much for random bounce rays. 1281
Reposted by @64x127.bsky.socialNikita Lisitsa @lisyarus.bsky.social · 14/11/2025#graphics folks, I need some help. Say I'm accumulating irradiance at some point simply by shooting rays randomly in a sphere. I'm also using these rays' intensity as weights in a reservoir which is updated after each sample. How do I use the reservoir in the sampling itself? 182
Reposted by @64x127.bsky.socialPeter Carlson @petcson.bsky.social · 30/10/2025Sometimes its the little details #indiedev #gamedev #blender #b3d #animation 315232
Reposted by @64x127.bsky.socialpassivestar @passivestar.bsky.social · 07/06/2025been working on a fix for shadow leaks in godot lightmapper 1031511
Reposted by @64x127.bsky.socialNikita Lisitsa @lisyarus.bsky.social · 03/03/2025I've posted a question about hemispherical harmonics a few days ago and got literally zero feedback, so I'm posting it here in the hopes of maybe getting an answer: math.stackexchange.com/questions/50...math.stackexchange.comConfusion about hemispherical harmonicsIt is known (see this answer on physics.se and this one on mathoverflow) that to obtain a basis of harmonics (i.e. Laplacian eigenfunctions) on a hemisphere $\Omega$ (say, the Northern $z\geq 0$ 1221