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JeroMiya

@jeromiya.bsky.social
23 followers 24 following 38 posts

Enterprise Software Architect, C#, JS/TS, Hobby gamedev. Owner of Sleepy Daddy Software™ (@sleepydaddysoft.bsky.social - not yet actively posting) Maybe some occasional posts about games I like here and there. Kindness and empathy are my core principles

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JeroMiya @jeromiya.bsky.social · 24/09/2026
Super random, but I was taking a look at #scala again after a few years away, and I really like the lighter weight 3.0 syntax. One of my favorite languages. I've always wished Scala could be compiled to .NET.
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JeroMiya @jeromiya.bsky.social · 03/09/2026
I got the #godot #pathtracing fork built and working. Testing it now. Obviously the branch is not ready for production currently, but I got very promising results so far with the low-poly style meshes I'm currently making. #gamedev
A split screen screenshot of a Godot editor scene. On the left is the scene rendered with SDFGI+SSR+SSIL+SSAO enabled. On the right is the same scene and angle with only path tracing enabled. Reflections and shadows are sharp and detailed on the pathtracing version. Fuzzy pixelated shadows and reflection artifacts appear on the non-pathtracing version
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JeroMiya @jeromiya.bsky.social · 02/09/2026
Heh, this is why I use throw-away projects when learning new things. I've messed something up in the mesh import and now it looks like something from TRON :D
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JeroMiya @jeromiya.bsky.social · 01/09/2026
Teaching myself how to create 3D tilemaps for Godot in Blender. I'm very new at this heh. I can't seem to get the lighting to look very good #gamedev #learning
Screenshot of a sample 3D scene in Godot that uses the tilemap node. It's very crude and simple, in a low-poly style.
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JeroMiya @jeromiya.bsky.social · 30/07/2026
I've been experimenting with #godot Forward+ and SDFGI for some cyberpunky low-poly scenes and thought, "let's compare this to #unity HDRP" but, yeah, you can't create an HDRP project right now. Both "supported" and LTS versions of unity crash when creating HDRP projects lol.
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JeroMiya @jeromiya.bsky.social · 16/07/2026
Thanks for the survey! The survey doesn't have a place to add other feedback, but mine would be: "Lack of C# web export is a barrier to my full time adoption of Godot for hobbyist and open source gamedev, as I need to export to web for easy itch exports, and GDScript is not my personal preference"
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JeroMiya @jeromiya.bsky.social · 11/07/2026
To clarify, when I say "that's fine for code etc.." I meant I'm fine doing the code and 2D/3D assets myself, by hand lol. the way I phrased it sounded like the opposite lol
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JeroMiya @jeromiya.bsky.social · 11/07/2026
I've basically avoided all asset stores because I can't verify that the assets weren't model generated. That's fine for code, and even for 2D UI and 3D model assets. But music... man, I've spent hours trying to learn, and gotta be honest, I haven't produced anything I like lol.
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JeroMiya @jeromiya.bsky.social · 11/07/2026
Got a question for all y'all doing indy #gamedev out there: Where can you find music and sound effects assets that are reliably human-made? I'm committed to never putting AI #slop in anything I release to the public, but #gamemusic is just not one of my strengths atm and so much slop is out there
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JeroMiya @jeromiya.bsky.social · 21/06/2026
oh wow, I almost forgot about this thing. I got to play with it at E3 - they had it setup with PSO for the gamecube. I loved that game, though I never got to actually play it online. hope you get it to work with the PC!
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JeroMiya @jeromiya.bsky.social · 25/07/2025
Welp! I just finished my first game jam entry! It's pretty simple, but I learned a lot! sleepydaddysoftware.itch.io/just-one-bri...
sleepydaddysoftware.itch.io
Just One Brick by Sleepy Daddy Software™
You are the last brick. Don't let them break you.
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JeroMiya @jeromiya.bsky.social · 06/06/2025
Here's the thing about model poisoning - once a model is poisoned, it will start to generate more poisoned (i.e. vulnerable) code by users that will then get re-ingested into the everyone's training sets. Meaning when the models start to collapse, they will all converge on those vulnerable patterns.
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JeroMiya @jeromiya.bsky.social · 06/06/2025
The two topics I don't hear anyone selling AI coding services talking about in depth are: model collapse, and intentional model vulnerability poisoning, now able to be done at scale (particularly by state actors who now have their own private unrestricted models to generate poisoned training data)
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JeroMiya @jeromiya.bsky.social · 05/06/2025
That has a really nice sound to it! If I may make a small suggestion - maybe raycast to the middle of the target circle, find the intersection with the world (limited to a minimum distance from the mech that feels right), and angle the two guns towards that point so that the bullets hit that spot
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JeroMiya @jeromiya.bsky.social · 13/03/2025
I do wish there were more modern retro style games that leaned into the CRT effect, but ironically I think it generally takes a very high resolution/contrast/brightness display to get the effect truly correct. Some of the CRT filters I've seen in modern retro style games are OK, but not great.
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JeroMiya @jeromiya.bsky.social · 13/03/2025
However, I know many people who either started playing games after the LCD era of TVs or played games primarily on PC or the LCD handhelds - and they seem to prefer unfiltered "sharp" pixel art, which is totally valid, especially if the art was designed for that.
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JeroMiya @jeromiya.bsky.social · 13/03/2025
It's interesting to me the perception of modern retro style pixel art games varies not just by what generation of games you grew up in, but also whether you primarily played PC or console at the time. I myself played console growing up, so I prefer CRT effects over modern pixel art styles.
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JeroMiya @jeromiya.bsky.social · 14/12/2024
Taking a bit of a break from game dev for medical reasons and to spend time with family during the holidays, but hope everyone is having a good time!
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JeroMiya @jeromiya.bsky.social · 08/12/2024
Not that I'm anywhere close to making something worth releasing on Steam lol, but I think I'll get there someday 😅
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JeroMiya @jeromiya.bsky.social · 08/12/2024
I enjoy watching experts talk about what types of games succeed on #steam, but yeah it makes me sad that my favorite genres are firmly in the "don't sell well on steam" category. But then I remember this is a hobby and I won't need them to sell well to feed my family, so I can make what I want :P
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JeroMiya @jeromiya.bsky.social · 08/12/2024
Nice! Congrats! 🎉
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JeroMiya @jeromiya.bsky.social · 08/12/2024
Just a quick experiment with the top down template in the #stride3d engine. Testing out the voxel global illumination volume. I need to figure out how to tweak it a bit to reduce flickering I think, or maybe that's the lens flare? #gamedev youtu.be/b77E2ZyA8pk
youtu.be
Testing Voxel GI in Stride with the top down RPG template
YouTube video by MiyaGrace
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JeroMiya @jeromiya.bsky.social · 08/12/2024
quad miniguns! :D
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JeroMiya @jeromiya.bsky.social · 08/12/2024
I needed to remodel a turret I made a while ago. I needed to add a PBR material, make it smaller, etc... I decided to use a Tron inspired style. I'm not happy with the barrel or sphere part, but I'll keep working at it! #gamedev #lowpoly #blender youtu.be/bZ5De8RN-I0
youtu.be
Progress on remodeling low-poly turret
YouTube video by MiyaGrace
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JeroMiya @jeromiya.bsky.social · 30/11/2024
It is! Thanks for putting it all together!
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JeroMiya @jeromiya.bsky.social · 29/11/2024
Love this #gamedev article about architecture for #godot. As an enterprise/fintech dev, I've always felt that typical game engine "scripting" is not be very scalable, but I love that devs are indeed applying some of those architecture lessons to games too chickensoft.games/blog/game-ar...
chickensoft.games
Enjoyable Game Architecture | Chickensoft — Open source tools for Godot and C#
If we can make building games easier, we can focus on the hard part: designing them.
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JeroMiya @jeromiya.bsky.social · 27/11/2024
Speaking of notes, I recommend taking lots of them especially when you're watching tutorials etc. because often you'll switch around what you're doing or take a break and forget some things, it's nice to have an organized cheat sheet. Here's mine from #lowpoly tutorials in #blender and #godot
Can't fit all the notes into the alt text, but here are some of them:

Setting up Material in Blender:
	• Import Albedo, Metalic, Roughness, and Emission textures into the shader
	• Set All to Nearest instead of Linear
	• Albedo and Emission set to sRGB
	• Metallic and Roughness set to Non-Color
	• Hook up Albedo to Base color
	• Hook up Metallic to Metallic
	• Hook up Roughness to Roughness
	• Hook up Emission to Emission Color
	• Set Emission Strength to 20 or so
	
	
Enable bloom in Blender:
	• Click Compositor tab on the top
	• Ensure "Use nodes" is checked
	• Shift-A to add a node, search for "Glare"
	• Add Glare node between Render Layers and Composite nodes
	• Hold ctrl-shift keys and select the Glare node to enable preview
	• Select "Bloom" in the dropdown of the Glare mode to switch to preview
	• In the preview pane, click the dropdown menu, in compositor section select "Always" to preview in realtime

Additional HDR Emissive setup in Godot:
	• Add a WorldEnvironment node to your Node3D scene
	• Add the HDR file to the project (may take time)
	• In WorldEnvironment inspector, click to create new Environment
	• Click the Environment to edit it, select Mode Sky
	• Click Sky, New Sky, Select the Sky to edit it
	• For Sky Material, select New PanoramicSkyMaterial, Select it to edit it
	• Click Panorama, Load and select the .hdr file you imported above
	• Under Rotation, set Y rotation to 90 to match blender
	• Under Glow, Enable Glow
	• Set Intensity down to 0.1
	• Set Blend Mode to Screen
	• Increase HDR Luminance Cap to max
	
	

Other Godot settings notes:
	• Turn off the Preview Sunlight button in the top middle of the 3D pane

Export settings for GLTF:
	• Turn off Vertex Colors
	• Turn on Apply Modifiers

Creating material in Godot:
	• Create new resource, StandardMaterial3D
	• Set Albedo, Roughness, Metallic, and Emissive textures to the textures you imported above
	• Set Metallic channel to Blue
	• Set Roughness channel to Green
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JeroMiya @jeromiya.bsky.social · 27/11/2024
One thing I struggled with when #modeling is translating different coordinate systems between #blender and the various game engines (e.g. #godot and #strideengine). One thing that helped is making a simple box model colored with the axis and test imported it into the engines. And I took notes!
Screenshot of notes, as follows:
With Export Settings +Y Up, -Z Forward:
Blender +X = Stride +X
Blender +Y = Stride -Z (forward)
Blender +Z = Stride +Y


Godot:
In model space:
	• In Godot: 
		○ +Z is front, -Z is the rear of the model
		○ +X is left, -X is right
		○ +Y is up, -Y is down
	• In blender: 
		○ +Y is rear of the model, -Y is the front
		○ +X is left, -X is right
		○ +Z is up, -Z is down
Godot camera:
	• -Z is the camera's forward direction, +Z is back
	• +X is right, -X is left
	• +Y is up, -Y is down

Axis box expectations:
	• Green side is Blender +Y, Blender rear model
		○ Should be Godot -Z
	• Red side is blender +X, Blender left
		○ Should be Godot +X
	• Blue side is blender +Z, Blender up
Should be Godot +Y
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JeroMiya @jeromiya.bsky.social · 27/11/2024
I mean, sure it's all #lowpoly #programmerart so far, but it's fun! I love adding little glowy bits here and there
Screenshot of a low-poly ship with glowing bits here and there and a reflective window
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JeroMiya @jeromiya.bsky.social · 27/11/2024
Although I have decades of enterprise #programming under my belt, I've really enjoyed learning #gamedev as beginner. One of my early blockers was "I can do the programming part, but not the modeling|music part", but pleasantly surprised at my progress at least on the modeling part.
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JeroMiya @jeromiya.bsky.social · 25/11/2024
I don't have any screenshots this weekend to share, just getting back into the groove after a break. BUT, I see all your #gamedev #screenshots and y'all are doing some amazing and inspiring stuff - so many talented people out there!
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JeroMiya @jeromiya.bsky.social · 23/11/2024
I have another vid of the cursed flight controller I tried to create lol, but it's over 60 seconds so I'd have to edit it, I might have to post it later lol, but here's a screenshot
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JeroMiya @jeromiya.bsky.social · 23/11/2024
This is me experimenting with physics based enemy scripts and a world-space target indicator heh, this one is slightly terrifying
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JeroMiya @jeromiya.bsky.social · 23/11/2024
I really like the Stride engine personally. Here are some experiments I've been doing in Stride. This is me testing homing projectiles, turrets, health/death scripts, and particles
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JeroMiya @jeromiya.bsky.social · 23/11/2024
I'm currently focused on learning beginning #gamedev concepts in various engines (I've been learning #unity, #godot, and @stride3d.bsky.social). My current inspiration is old school flat shaded polygon era, so Star Fox, Avara, and this hidden gem Vortex for SNES
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JeroMiya @jeromiya.bsky.social · 23/11/2024
Yep, mostly it's going to just be hobby tinkering stuff, so I'll be an inconsistent poster heh. Plus, I've been taking a break these last couple months to refresh.
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JeroMiya @jeromiya.bsky.social · 23/11/2024
Greetings! I'm the owner of Sleepy Daddy Software™ - this account will be focused on #programming, #gamedev, and #opensource. @sleepydaddysoft.bsky.social isn't active yet, but will be for announcements/releases, if any, though I'm currently focused on hobby gamedev/learning. Welcome! #introductions
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JeroMiya @jeromiya.bsky.social · 23/11/2024
that looks amazing! I'm super new to modeling (mostly programmer art) and I only do low poly models, so this is the only texture I use lmao (plus roughness/metallic/emissive textures)... 😅
A color palette texture with a grid of various color subpalettes with different metallic, roughness, and emissive properties
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