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CookieBadger

@cookiebadger.bsky.social
567 followers 58 following 109 posts

🛠 GameDev Tools | 🤖 Godot Contributor | 🎮 Digital Games Student | Computer Science 💻

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CookieBadger @cookiebadger.bsky.social · 26/06/2026
AssetPlacer is 25% off for the Summer Sale on itch! ☀️🏖️ cookiebadger.itch.io/assetplacer
cookiebadger.itch.io
AssetPlacer by CookieBadger
Level Design Plugin for Godot 4
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CookieBadger @cookiebadger.bsky.social · 19/06/2026
My pleasure! So happy that the feature is available for everyone now!
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Reposted by CookieBadger
Hai Mac @haimac.bsky.social · 18/06/2026
Thank you @cookiebadger.bsky.social for adding area lights to Godot! I wanted to have soft glow bars on these dynamic panels and thanks to your work, it's now possible!
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CookieBadger @cookiebadger.bsky.social · 25/05/2026
next version will be a nice one.... #Godot #IndieDev
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CookieBadger @cookiebadger.bsky.social · 25/05/2026
Reminder that today's the last day you can get the new AssetPlacer version on sale! #Godot #GodotEngine itch.io/s/186084/ass...
The AssetPlacer plugin made for Godot 4.6 and 4.7 is on sale with a 50% discount until tomorrow.
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CookieBadger @cookiebadger.bsky.social · 13/05/2026
Here's why I rewrote my level design plugin in GDScript in the #GodotEngine #IndieDev #GameDev #Godot cookiebadger.itch.io/assetplacer/...
cookiebadger.itch.io
AssetPlacer GDScript Remake: Version 1.5.0
Here is a new version of the AssetPlacer, and while feature-wise this update might not seem as large as it could be, this update actually delivers a complete rewrite of the entire codebase, among some...
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CookieBadger @cookiebadger.bsky.social · 13/05/2026
Because C# and .NET was a barrier of entry and a source of error during installation for many people. I also was already behind on updating, so I decided to rewrite it altogether. cookiebadger.itch.io/assetplacer/...
cookiebadger.itch.io
AssetPlacer GDScript Remake: Version 1.5.0
Here is a new version of the AssetPlacer, and while feature-wise this update might not seem as large as it could be, this update actually delivers a complete rewrite of the entire codebase, among some...
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CookieBadger @cookiebadger.bsky.social · 12/05/2026
Now that the remake is out and stable, I'm also working on an improved UI and new features, so stay tuned. But also, getting the plugin now will save you some money ;)
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CookieBadger @cookiebadger.bsky.social · 12/05/2026
The plugin helps accelerate your level design workflows. Its sale made my contributions to the Godot rendering engine possible, and fueled my passion for game dev tools! cookiebadger.itch.io/assetplacer
cookiebadger.itch.io
AssetPlacer by CookieBadger
Level Design Plugin for Godot 4
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CookieBadger @cookiebadger.bsky.social · 12/05/2026
Are you making 3D Levels and Environments in #Godot? Please check out my asset placement and organization plugin to support my work - I've rewritten it from the ground up for the latest versions, polishing everything up in GDScript - no more .NET needed!
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CookieBadger @cookiebadger.bsky.social · 16/03/2026
but boy oh boy did I underestimate how much time writing that crude test framework would take. I've got about 60% of the tests I want now, so way to go.
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CookieBadger @cookiebadger.bsky.social · 16/03/2026
see, the thing that's holding me back from updating it more (apart from time ofc) is testing it in every Godot version I want to support. Now I decided to automate the testing (integration/UI testing, not unit testing), but for that I had to come up first with another plugin to do so + CI
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CookieBadger @cookiebadger.bsky.social · 15/03/2026
The difference between SSR, Reflection probes, etc. is, that they simulate reflections of light that bounces several times before hitting the camera/eye (difficult to calculate accurately). Specular lobe goes directly from light to surface to eye, so it is computed in the first render pass
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CookieBadger @cookiebadger.bsky.social · 15/03/2026
Any light you always see is a reflection. You are probably familiar with diffuse and specular lighting. Specular light is light that reflects directly into the camera from specific view directions only. You have the same for point lights, but area lights produce a much larger specular lobe
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CookieBadger @cookiebadger.bsky.social · 15/03/2026
I do compare several algorithms and investigate how we could do soft shadows without raytracing (doesn't work well), all the system integration was practically after I had finished the thesis. You can have a look: cookiebadger.itch.io/area-lights-...
cookiebadger.itch.io
Area lights Godot Engine (Master's Thesis) by CookieBadger
Academic document about area light rendering for Godot
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CookieBadger @cookiebadger.bsky.social · 14/03/2026
It IS the cosine (LTC) technique! I didn't invent anything here, just some accuracy improvements and integration into GI and fog :)
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CookieBadger @cookiebadger.bsky.social · 14/03/2026
less performant, if you compare one by one. Area lighting is a complex calculation, so use it only where their effect is worth it! But if you want smooth lighting, you could either use 4+ point lights close to each other, or 1 area light, and then the area light will look better and be faster!
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CookieBadger @cookiebadger.bsky.social · 14/03/2026
For those who already know me, and use my paid level design plugin (AssetPlacer): I know the last update has been a while, I'd like to confirm that a GDScript version is almost ready + more features coming - it just all takes a long long time, especially the new automated testing
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CookieBadger @cookiebadger.bsky.social · 14/03/2026
I contribute to the Godot engine, make gamdev tools, experiments, and sometimes little games - if you'd like to pay me a coffee, you can donate via one of my projects on itch ☕❤️🫶 cookiebadger.itch.io
cookiebadger.itch.io
CookieBadger
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CookieBadger @cookiebadger.bsky.social · 14/03/2026
Didn't expect #Godot area lights to blow up now, but this demo by @passivestar.bsky.social is beautiful! For those new to my acc: the area light PR is my Master's Thesis, I've worked on it for more than 1 year practically fulltime without pay - now, it could be merged any day! 🥹 Support me below!
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CookieBadger @cookiebadger.bsky.social · 14/03/2026
I contribute to the Godot engine, make gamdev tools, experiments, and sometimes little games - if you'd like to pay me a coffee, you can donate via one of my projects on itch ☕❤️🫶 cookiebadger.itch.io
cookiebadger.itch.io
CookieBadger
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CookieBadger @cookiebadger.bsky.social · 14/03/2026
For those who already know me, and use my paid level design plugin (AssetPlacer): I know the last update has been a while, I'd like to confirm that a GDScript version is almost ready + more features coming - it just all takes a long long time, especially the new automated testing
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CookieBadger @cookiebadger.bsky.social · 14/03/2026
Thanks for all the love, guys!
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CookieBadger @cookiebadger.bsky.social · 14/03/2026
The bleed occurs only in rare conditions. They do have a range parameter, just as point lights do, with which you can make them fall off at less distance, though.
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Reposted by CookieBadger
Robin-Yann Storm @rystorm.com · 28/01/2026
Special thanks to @kenney.nl, @cookiebadger.bsky.social, @ciro.continis.io, and @blendogames.bsky.social for their amazing creations that are used as examples!
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CookieBadger @cookiebadger.bsky.social · 14/12/2025
I think I've found ways to make #Godot's built-in material properties work with area lights, textured and uniform-colored. Might post some prettier pictures later. 🌞 #ScreenshotSunday #IndieDev
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CookieBadger @cookiebadger.bsky.social · 06/12/2025
or shameless self-advertisements - I can now realistically light the environment with it 😂
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CookieBadger @cookiebadger.bsky.social · 06/12/2025
spooky effects
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CookieBadger @cookiebadger.bsky.social · 06/12/2025
So... Textured Area Lights are ready to be reviewed - I hope they can make it into #Godot 4.7 🙈 I was able to integrate Heitz's area light texture sampling based on LTC into the forward renderer, lightmaps volumetric fog, and voxelGI. #ScreenshotSaturday #GodotEngine #GameDev #Rendering
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CookieBadger @cookiebadger.bsky.social · 13/11/2025
- moved a button you use regularly to an inconvenient location - fixed a bug - introduced a new bug wouldn't make for good marketing, would it? 🙈
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Reposted by CookieBadger
Robin-Yann Storm @rystorm.com · 11/11/2025
My talk went great, thank you to everyone for coming! I often get questions about whether there is formal research about Tool Design, and there is! Two bachelor thesis' I know about, by @cookiebadger.bsky.social and @thesmall001.bsky.social: 1. tinyurl.com/tooldesign1 2. tinyurl.com/tooldesign2
tinyurl.com
Dissertation - Google Drive
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CookieBadger @cookiebadger.bsky.social · 16/10/2025
A middle-aged woman in Austrian TV just dropped they have massive respect for video game developers. I was surprised they know we exist, let alone think of and admire our restless work! 🥹 #GameDev #Austria
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CookieBadger @cookiebadger.bsky.social · 03/10/2025
hahaha, like the idea. Not sure if it would fit though 🙈
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CookieBadger @cookiebadger.bsky.social · 03/10/2025
Nice. I also think there should be an easy component for that in Godot. It's very generalizable.
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CookieBadger @cookiebadger.bsky.social · 02/10/2025
prerequisites! 😉
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CookieBadger @cookiebadger.bsky.social · 02/10/2025
Pixel-perfect object picking in #Godot in my new project. Can you guess how I made it? Maybe I'll make a tutorial of it one day.... #GameDev
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CookieBadger @cookiebadger.bsky.social · 20/09/2025
"Song" 😂
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CookieBadger @cookiebadger.bsky.social · 19/09/2025
thanks for the summaries, I'm having a great time reading through them, and finding out what's going on at the conference that way 😄
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CookieBadger @cookiebadger.bsky.social · 19/09/2025
what's your feud with NURBS? I have never used them, but the term kept coming up in various graphics classes
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CookieBadger @cookiebadger.bsky.social · 18/09/2025
awesome!
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CookieBadger @cookiebadger.bsky.social · 06/09/2025
Does this only look like, or is it, a Vogel Disk?
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CookieBadger @cookiebadger.bsky.social · 04/09/2025
worst offender imo is instagram comment editor. It literally wants you to post stuff without rereading, to misspell everything and have the grammar police boost ✨interactions✨
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CookieBadger @cookiebadger.bsky.social · 18/08/2025
I wouldn't use this for very simple components (_ prefixing and @'export_group should be enough), but in some cases it's nice to separate the data and external interface from the code that sets and controls all kinds of bells and whistles within the component
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CookieBadger @cookiebadger.bsky.social · 18/08/2025
I like to create UI components that immediately update in the inspector when you change the data. But I find it annoying that exported NodePaths for internal dependencies show up in the inspector when the node is used in a scene outside. This is what I came up with. #Godot
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CookieBadger @cookiebadger.bsky.social · 26/06/2025
academic publishing is a special place ... in hell
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CookieBadger @cookiebadger.bsky.social · 23/06/2025
livestreams! 😊
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CookieBadger @cookiebadger.bsky.social · 13/06/2025
at this rate we could be issue free in around 5 years! (that's probably not how it works but anyways) 🙈
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CookieBadger @cookiebadger.bsky.social · 13/06/2025
I think what also says a lot, is that there's around twice as many issues closed than opened. I think that's a good and important metric given there are over 10k open issues 👀
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CookieBadger @cookiebadger.bsky.social · 09/06/2025
Thanks for the shoutout Robin 😊
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CookieBadger @cookiebadger.bsky.social · 05/06/2025
finally we can cross-convert unreal and minecraft maps without issue, such a relief!
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