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BunkWire²ˣ⁸

@bunkwire2x8.bsky.social
103 followers 325 following 315 posts

Programmer with miscellaneous technical skills. Working on shitty game dev things in Godot. Currently searching for a job. Whether it be a random ass program, video editing, or graphic design. Hire me, I beg. I need money. Formerly known as 'Goy288'

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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 05/10/2026
Been working intermittently on a #Godot project framework, which is a bit different from the drag-&-drop addons I've made so far. This is moreso about making manageable game architecture. Bonus points if you can guess what kind of game this architecture is meant to accommodate.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 27/09/2026
store.godotengine.org/asset/bunkwi...
store.godotengine.org
Perspective Quads - Godot Asset Store
A set of specialized nodes that implement four-point perspective warping for 2D sprites.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 27/09/2026
My Perspective Quads addon for is now officially out on the #Godot Asset Store for people to use. …Not much else to say about it, but feel free to go check it out! (Linked below)
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 25/09/2026
Recently submitted my Perspective Quads as a free addon into the Godot Asset Store. The approval process involves a completely manual review though, so I'll have to wait for a bit.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 22/09/2026
A good benefit to calculating the perspective math on the CPU is that it allows one to execute some neat tricks. Like with this PerspectiveViewportContainer2D I've made, which allows a user's input to propagate into a child SubViewport. This mimics #Godot 's regular SubViewportContainer.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 20/09/2026
…Also, considering renaming the first node to just "Carousel2D", given how it doesn't have any perspective logic built into it. The anchors & perspective quads just use signals from it. If I do that, probably should add a "carousel" toggle to the quads to properly separate 'em.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 20/09/2026
Made a "PerspectiveCarousel2D" node that drives the X blending, as well as a "CarouselAnchor2D" node for non-PerspectiveQuad2Ds. While there are clear limitations to this approach, I could definitely see this psuedo-3D rendering being useful for point-&-click style #Godot games.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 20/09/2026
Also, on a negative note, I'm removing the ability to select PerspectiveQuad2Ds in the viewport. It only worked under specific circumstances, and added a lotta editor overhead & instability. I'll add the functionality whenever proper methods for CanvasItem selection are exposed.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 20/09/2026
A closer look at a PerspectiveQuadShape resource.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 20/09/2026
Added shape blending support to this #Godot thing.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 20/09/2026
Being an addons developer with Godot sucks 'cuz you try implementing new things, and as a result, you end up finding obscure bugs/limitations no one has seen before, and you gotta file detailed reports for 'em. Godot's tool development pipeline is very good otherwise though.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 18/09/2026
Just use an array of resources like a sane human being? ❌ Make a pseudo-resource array by over-designing a custom property list + editor plugin to manage five internal parallel arrays? ✅
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 15/09/2026
The worst part about making addons is frequently looking at them over and over again and making sure the API and documentation is up to at least a semi-professional standard.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 14/09/2026
Deleting the parts of the shader that skip rendering outside of the points and forcing it to always be opaque shows how it's really just a rect with a projected visual on top of it.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 14/09/2026
It's still WIP. Some annoying limitations I gotta deal with is that I can't overwrite `_edit_is_selected_on_click` and `_edit_get_rect` via GDScript, so I have to use my EditorPlugin to hackily allow users to click on Quads. That EditorPlugin is how I allow the corners to be displayed & edited BTW.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 14/09/2026
PerspectiveQuad2Ds are largely shader-driven. I borrowed and heavily modified some shader code from here: godotshaders.com/shader/4-poi... I then created a special node that precomputes most of the shader-side math, and as well as use its own custom bounds to prevent culling issues.
godotshaders.com
4 Point Perspective Transformation - Godot Shaders
A canvas shader implementation of the 4-point perspective transformation, adapted...
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 13/09/2026
Making some bullshit in #Godot.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 14/04/2026
Honestly fucked up that Toby Fox got away with this shit
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 14/04/2026
abc_1111 my beloved
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 14/04/2026
I wanted to quickly see if I could make an importer in Godot that could parse Undertale's data dot win file to both extract its big spritesheets and also convert its sprite data into AtlasTextures and SpriteFrames. I think I was successful. Am I gonna do anything with this? I dunno lol
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 31/03/2026
(Clarifying, the book is about Undertale's Japanese localization, not localization in general. I'd personally suggest that you read it if you want to better understand his perspective, assuming you're not here just to throw insults.)
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 31/03/2026
This dude has an entire BOOK written on the localization process, and has worked closely w/ pro localizers for the JP UT release. I'd say that he knows significantly more than you do. He simply wants to be able to understand the language enough to be able to judge the translation with his own eyes.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 23/02/2026
Does anyone with a really hefty cartoony bag with dollar signs on the sides wanna hire a game dev programmer guy? I promise that I know how.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 26/01/2026
PaperSkeleton 2.0, the "Grand Overhaul" update, is finally out. Here's the update log: bunkwire2x8.itch.io/paperskeleto...
bunkwire2x8.itch.io
2.0 Update - Grand Overhaul (+Sprite2D support)
This is a BIG update. So much is overhauled, that it's unfortunately not backwards compatible , and only supports Godot 4.5+. I just wanted to get that out of the way before continuing. Apologies to l...
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 23/01/2026
Bullshit feature has been implemented.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 20/01/2026
This shit just auto-installed on my computer. Two things: 1. I didn't even restart/update, so Windows just downloaded this in the background. 2. I'm on Windows 10.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 19/01/2026
I'm sorry, but the voices in my head scream at me to attempt to implement yet another bullshit feature.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 10/01/2026
A few days ago in a VC debate about Undertale genocide run's narrative, I described my belief that the genocide run is an inverse of the pacifist run (Chara subsuming Frisk's identity) and how Chara is also a manifestation of the player's drive for completion and I felt like this:
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 09/01/2026
..Anyway, among other things, this should allow one to also add special texture maps that consistently go across the entire rig.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 08/01/2026
But in cooler news, I made my own projected UV implementation that I think should allow for some pretty cool effects.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 08/01/2026
As such, I'll be switching the default diffuse mode back to burley. The specular mode will still be set to toon though, as it has been rather effective at making sure certain dark outlines and colors pop out a bit better under harsh lighting.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 08/01/2026
Okay, it seems to be more the way that shadows are currently projected, which is a bit of a dilemma. Certain lighting modes process shadows in a way that doesn't seem to compliment 2.5D rigs, causing weird artifacts with this flat mesh setup when using lambert wrap or toon modes.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 08/01/2026
...Actually, there may be some downsides to using the toon diffuse mode. Most notably, shading can get all weird when at certain angles with `diffuse_toon`. This appears to be due to how this mode imitates hatching. This looks okay on models with depth, but is kinda awful on 2.5D models.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 06/01/2026
This can of course be reverted by typing `#define DIFFUSE_MODE DIFFUSE_BURLEY` ...and... `#define SPECULAR_MODE SPECULAR_SCHLICK_GGX` Forgoing lighting/shading entirely is also an option, simply by typing in `#define UNSHADED 1`.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 06/01/2026
I also think I'll be switching to the `diffuse_toon` and `specular_toon` render modes as the new defaults for the shaders. The colors are more vibrant and significantly less washed out in toon mode, which makes me fell pretty dumb for not utilizing them sooner. Before and after:
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 06/01/2026
Experimented a bit, and, with relative ease, I was able to make a material that mimics Shadow Mario's gradient effect.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 05/01/2026
Getting much closer to the PaperSkeleton 2.0 release, but I just want to make sure my shader setup is as reasonably approachable as possible. Using preprocessing code and shader includes, I've made a sort of pseudo-material interface.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 27/12/2025
This took a surprising amount of effort to pull off right. Older versions had a bug involving the billboarding updating a frame too late. This is also technically an update for PaperBoneAttachment3D. Due to how billboarding is no longer done with bones, the transform now has to account for that.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 27/12/2025
Been making way too many PaperSkeleton 2.0 update logs just on my Twitter. Feel like I should post updates here far more. Updated billboarding to automatically respond to camera switching.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 07/12/2025
felt like a dweeb making this
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 05/12/2025
Oh yeah, haven't mentioned it on this platform, but for the few people that follow me for it, I've been greatly overhauling PaperSkeleton for awhile now. Here's a status update from two weeks ago for more details: bunkwire2x8.itch.io/paperskeleto... Spoilers: There's gonna be Sprite2D support.
bunkwire2x8.itch.io
Status Update - Currently Working on Version 2.0
I've been posting a lot of updates to my Twitter, but for those out of the loop, I've been working on a major overhaul for this addon for a good while now. After experimenting a lot with PaperSkeleton...
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 05/12/2025
The neat thing with it, is that you can use its `get_display_property_list()` function to add it to other interfaces. Like with the bone modifier overhaul that I'm working on for my PaperSkeleton addon.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 04/12/2025
Recreated Node3D's transform section as a resource, because the export property for Transform3D being just a basis and a position slapped together is unintuitive as hell. Always found it weird that Godot didn't already have something like this built-in.
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 11/08/2025
The design for the 2D model showcased in the thumbnail and video was made by @nightfawnart.bsky.social, so please go check her stuff out as well!
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 11/08/2025
Released a proper showcase video about my PaperSkeleton addon, a way to easily implement 2.5D skeletal rigs in Godot! youtu.be/SrHYdrwTya8 #Godot #GodotEngine #GodotAddon #MadeWithGodot #MadeInGodot #GameDev #IndieDev
youtu.be
I Added 'Paper Mario'-Style Model Support to Godot (2.5D Skeletal Rigs w/ PaperSkeleton)
YouTube video by BunkWire2X8
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 20/07/2025
I modelled a hammer
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 28/06/2025
Here steamcommunity.com/sharedfiles/...
steamcommunity.com
Steam Workshop::The Delta Rune
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 28/06/2025
I promise it looks better when it isn't compressed to shit lol
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 28/06/2025
Decided to experiment a bit in Wallpaper Engine. #DELTARUNE
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BunkWire²ˣ⁸ @bunkwire2x8.bsky.social · 23/06/2025
(I'll add PaperSkeleton to the asset store whenever I finish the next update and also when the store starts to support monetary transactions lol)
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