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Gamehooe

@gamehooe.bsky.social
41 followers 60 following 59 posts

Solo game developer making games in #GodotEngine, just for fun. #godot #indiedev #gamedev

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Gamehooe @gamehooe.bsky.social · 3h
Been improving the way small plants, like grass etc are placed on the terrain. It now auto positions itself onto the terrain surface. This is going to make placing big clumps of small plants so much easier, as the shader will just sorts it all out. #gamedev #Godot #IndieDev
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Gamehooe @gamehooe.bsky.social · 23h
Here a little insight into the geo-morphing clipmap I use as part of the terrain system. Instead of the normal stitching as the clipmap drops to lower resolutions, this system supports a smooth and continuous transitions between resolutions. #gamedev #Godot #IndieDev
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Gamehooe @gamehooe.bsky.social · 09/10/2026
Been working hard on my terrain and plant system. It supports terrains of around 8-10km along each side, multiple biomes and fully procedurally generated on the fly. The ship is just a placeholder for now. Looking forward to some of the Godot 4.8 features too. #gamedev #Godot #IndieDev
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Gamehooe @gamehooe.bsky.social · 07/10/2026
@obsidian.md is a great cross platform option. Bear is great on iOS and Mac too.
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Gamehooe @gamehooe.bsky.social · 05/10/2026
How do they work, cos that looks amazing
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Gamehooe @gamehooe.bsky.social · 08/08/2026
www.youtube.com/shorts/oQZh4...
youtube.com
2024 RNC vs. Idiocracy (2006) 🇺🇸
YouTube video by mojocore
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Gamehooe @gamehooe.bsky.social · 03/08/2026
What people always forget about wind and solar, is that it is reservable. If something better comes along, the wind turbine can be taken down, and the solar panels packed away, leaving nothing behind. I bet your field of solar could be cleared away in a week, with sheep back in by the weekend.
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Gamehooe @gamehooe.bsky.social · 31/07/2026
Do you introduce the wobbles in the vertex shader, or is that down to the bones? It looks amazing!
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Gamehooe @gamehooe.bsky.social · 02/07/2026
Or just make it so the uk tax regime means it is where all the parent companies set up shop, and suck in tax from every global mega corp. Or legally define that scheme as tax avoidance, which it is, fine them and charge them the tax they should have paid.
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Gamehooe @gamehooe.bsky.social · 01/07/2026
Also make it so Starbucks no longer pays less tax than a cleaner on minimum wage.
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Gamehooe @gamehooe.bsky.social · 01/07/2026
I would go all in on reducing the bureaucracy and tax on smaller business - say turnover <5M. Presently they are tied to the floor with complex tax and red tape to wade through. Kill it all and let those companies grow, hiring people (who pay tax), cutting welfare.
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Gamehooe @gamehooe.bsky.social · 22/06/2026
I’m sure you remember that there was a time when you could get a mortgage with no deposit. But people bought houses they couldn’t afford and it lead to the greatest financial collapse of all time that we are still suffering through. Houses are 10x more than cars, so more diligence isn’t all bad
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Reposted by Gamehooe
Riez @riekay.itch.io · 11/06/2026
my typography for game UIs talk is up. thanks again to @godotcon.bsky.social for having me, and my little presentation on the big screen^^ youtu.be/1OfHPADyB6s
youtu.be
That UI looks dope, wish it wasn’t so hard to read tho – Henni – GodotCon 2026
YouTube video by Godot Engine
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Gamehooe @gamehooe.bsky.social · 10/06/2026
Wow. What is this wizardry! Love it. I might try and see if it’s possible to right align it with the editor window, but mostly to see how this even works. I’ve already added cool headers to a bunch of important scripts 😎
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Gamehooe @gamehooe.bsky.social · 27/05/2026
Loving those trees. Trying to get a similar look myself, on a pretty low triangle budget
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Gamehooe @gamehooe.bsky.social · 27/05/2026
What were you going for…?
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Gamehooe @gamehooe.bsky.social · 26/05/2026
On a day like today, heat will be a factor, as they can’t operate at full efficiency at high temperatures.
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Gamehooe @gamehooe.bsky.social · 25/05/2026
Wow, that looks awesome!!!
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Gamehooe @gamehooe.bsky.social · 25/05/2026
I've got fed up with trees looking kind of broken, so I'ev written a script to generate random clumps of leaves. Maybe the rest of the tree will follow along soon. #gamedev #Godot #IndieDev
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Gamehooe @gamehooe.bsky.social · 25/05/2026
You'd have to try it both ways to see how it affected performance on your setup, as I am sure there are a lot of factors. eg, multimeshinstance has to use the same LOD for every instance, and only frustrum culls the whole batch, not individual instances
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Gamehooe @gamehooe.bsky.social · 25/05/2026
My foliage system splits the world into tiles and each tile gets to pick a few plants from a pool and scatters them over the tile. So, if I have 16 multimeshes per tile, then I can have 16 different meshes scattered on that tile. So it's really what works well for that for that.
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Gamehooe @gamehooe.bsky.social · 25/05/2026
Multimeshinstance lets you batch render many copies of the same mesh very efficiently. It is especially useful for rendering trees, grass, bushes etc. this tool can be used to simplify the creation of the mesh you’ll render many times.
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Gamehooe @gamehooe.bsky.social · 22/05/2026
This is going to great. I’ve always looked at the asset stores of other engine with envious eyes. No longer. I shall ensure all my plugins are added there and might even release some models.
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Gamehooe @gamehooe.bsky.social · 21/05/2026
Thank you! I just need an artist to help with lighting and colours to take it up a notch or two.
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Gamehooe @gamehooe.bsky.social · 21/05/2026
Still getting >100fps on an M1 Macbook pro
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Gamehooe @gamehooe.bsky.social · 21/05/2026
The draw distance has also been greatly improved. You can now see 6km into the distance. Trees blend in so you don't notice them too. Up close, trees blow in the wind. Really going to have to start building some actual game in this soon 😂
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Gamehooe @gamehooe.bsky.social · 21/05/2026
I've been really busy for the last few weeks, but finally making some solid progress on my Godot terrain system. The foliage system has come a long way since my last update. It supports arbitary numbers of trees per biome, with variations on every instance. #gamedev #Godot #IndieDev
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Gamehooe @gamehooe.bsky.social · 15/05/2026
Been busy working on the terrain system and plants system for the last few weeks. Landscape is starting to look really nice. I'll show the plants and trees in more detail soon, but I now have a system that automatically places millions of trees in real time. #gamedev #Godot #IndieDev
Terrain in Godot game engine
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Gamehooe @gamehooe.bsky.social · 13/05/2026
Wouldn’t it be a fairly “under the hood” feature that only experienced devs would discover, who should be able to do a fair risk/reward calc for themselves. I take your point though. You don’t want a load of devs getting into a mess and blaming Godot. I’m in favour, but my vote isn’t relevant 😂
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Gamehooe @gamehooe.bsky.social · 13/05/2026
Yeah, I skip all the vocals. Who wants to listen to someone jibber jabbering over the music! 🤪
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Gamehooe @gamehooe.bsky.social · 13/05/2026
I think it is well worth providing that foundation. Would allow discovery of new popular template needs down the road, worth a few brave souls willing to pay the maintenance cost so the rest of us can discover what we need 😎
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Gamehooe @gamehooe.bsky.social · 13/05/2026
Full customisation still possible, with the developer maintenance cost you mention, but room for a few supported options that work out of the box. We could add to this supported “set” as new popular use cases come up, or hardware evolves.
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Gamehooe @gamehooe.bsky.social · 13/05/2026
Might it be possible to provide more than one default shader template using this system that are supported between versions. For example, the current standard material template, plus a much simpler one aimed at lower quality higher performance for low spec hardware.
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Gamehooe @gamehooe.bsky.social · 03/05/2026
OK, everyone back to trusty Sublime Text, only this time, let's all pay the guy.
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Gamehooe @gamehooe.bsky.social · 28/04/2026
Do you see much performance difference between rust, c# and gdscript?
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Gamehooe @gamehooe.bsky.social · 15/04/2026
Sounds awesome!
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Gamehooe @gamehooe.bsky.social · 15/04/2026
Happy to help if you need it. Godot can import glTF 2.0 (.gltf or .glb files), and even .blend files if Blender is installed, so it can do a lot of the work. Sometimes it can be a bit of a chore to tweak some of the materials, especially if you are using shaders from other platforms.
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Gamehooe @gamehooe.bsky.social · 15/04/2026
Ahh, that’s a neat way of doing it. It’s hard to get noise to look that good, which made me curious, and I didn’t think of it as reducing the existing spikes. Genius!
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Gamehooe @gamehooe.bsky.social · 15/04/2026
Really nice. How does the fluffiness scale work? It looks amazing 💚
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Gamehooe @gamehooe.bsky.social · 15/04/2026
Are your assets available for Godot? I see @esteeland.bsky.social has them imported (looks amazing by the way).
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Gamehooe @gamehooe.bsky.social · 14/04/2026
Key features:- - Merge geometry from many meshes into a single mesh - No duplication of surface materials - Optionally auto-smooth the mesh and optimise the vertex data - Preserve colour or UV boundaries when smoothing - Optionally discard all materials, keeping only one.
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Gamehooe @gamehooe.bsky.social · 14/04/2026
Recently I released an addon for Godot that merges all selected MeshInstance3D's into a single mesh instance. It's ideal for creating meshes that can be easily used in a MultiMeshInstance3D for example. Search in AssetLib: "mesh merge" or github.com/rikh42/meshm... #godot #indiedev #gamedev
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Gamehooe @gamehooe.bsky.social · 13/04/2026
I calculate the distance to the fragment vertex and scale it into the range 0-1 over the fade distance. Using that I perform an ordered dither to discard fragments, based on the screen xy of the fragment. If the fragment isn’t discarded, then I perform the rest of the shaders code.
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Gamehooe @gamehooe.bsky.social · 13/04/2026
The final solution looks like this... Models fade in, without using any alpha blending, allowing them to render in the normal pipeline with proper z-buffer support. It only adds a few shader instructions to get it working too. 🥳 #godot #indiedev
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Gamehooe @gamehooe.bsky.social · 13/04/2026
So, I enabled visibility_range_end and visibility_range_end_margin to fade the models in at the horizon. The models are rendered with alpha in this zone. Because they are in batches, with several materials, some parts of the models overdraw others. Also distracting and annoying.
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Gamehooe @gamehooe.bsky.social · 13/04/2026
I'm using MultiMeshInstance3D to render lots of trees. On the horizon, they pop into existence. This is very distracting and spoils the effects...
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Gamehooe @gamehooe.bsky.social · 13/04/2026
This is my solution that fades in objects without using alpha blending. Instead it discards some fragments depending on how far away that fragment is. But why... 🧵👇 #godot #godotengine #vfx #gamedev #indiedev
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Gamehooe @gamehooe.bsky.social · 31/03/2026
Must have been a challenge figuring all that out. Glad you found a way around it though 😀
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Gamehooe @gamehooe.bsky.social · 31/03/2026
Most of the pieces are in place now. This will support a lots of unique plants per biome, with a cool system for creating natural looking forests, with larger trees in the middle, thinning out to small trees and shrubs at the edges of the wood. Now all I need is a good selection of artwork...
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Gamehooe @gamehooe.bsky.social · 31/03/2026
I've been working on the plants and vegetation system for the last couple of weeks. Here's a quick look at the biome system finally working. Each mesh colour represents a region in a different biome for testing. (sorry for the janky flying) #godot #indiedev #gamedev
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