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LillyByte

@lillybyte.bsky.social
264 followers 207 following 2.2K posts

I was content generalist for 30+ years; owned small businesses in a little bit of everything, now retired/disabled. 3D artist, anims, programming, audio/video, photography, etc. Anti-corp and anti-billionaire-- we all do what we gotta do, but we still "do"

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LillyByte @lillybyte.bsky.social · 06/10/2026
But, what if you wanted to edit trees? USE THE PROCEDURAL TREE EDITOR.... supports most common types of trees.... and you can make weird alien shit too.
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LillyByte @lillybyte.bsky.social · 06/10/2026
The game is procedurally generated... so, how do you create new environments? Using the BIOME tab in the editor. I want people to be able to mod... want to turn the zombie game into medieval magic fantasy world... well, with the editing tools, you can.
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LillyByte @lillybyte.bsky.social · 05/10/2026
When you got more then zombies and other players to worry about in your zombie game...
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LillyByte @lillybyte.bsky.social · 02/10/2026
Every time I try to model people... I end up with something I feel is way too distorted. I can never ever get anything right when it comes to people... monsters, sure, environment items, sure, buildings sure, objects sure.... people... NEVER.
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LillyByte @lillybyte.bsky.social · 28/09/2026
First, procedural trees.... Next, procedural buildings... very simple, but it is a "simple" game prototype. :)
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LillyByte @lillybyte.bsky.social · 28/09/2026
The horde found me.... ! Or I found them... or something.
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LillyByte @lillybyte.bsky.social · 28/09/2026
Taking some inspiration from No Man's Sky.... playing with procedural tree/grass generation from a MMO -> clients. Just sending seed numbers with tiles, streaming in real time... no actual objects on the client, everything is generated procedurally.
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LillyByte @lillybyte.bsky.social · 03/09/2026
Working on physics layers in my animation software... and animatable physics events... the real power is in the different ways you can blend physics with keyframe animation; right down to the bone axis, and whether stiffness blends toward your keyframe or the rest pose, etc.
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LillyByte @lillybyte.bsky.social · 01/09/2026
I think I was over-complicated it... now I have near perfect rag doll colliders... automatically generated from mesh weights.
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LillyByte @lillybyte.bsky.social · 01/09/2026
Working on rag doll for the physics stuff... using SDF fields along with bone relationships and primary mesh weights to try to automatically figure out what the collision shapes should be. 😅 It works... sometimes....
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LillyByte @lillybyte.bsky.social · 30/08/2026
It has been forever since I've done any 3D modeling... decided to try de-rusting. I feel like I've forgotten everything, lol. But, here's a heli I started working on today.
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LillyByte @lillybyte.bsky.social · 28/08/2026
Been working on Animation Drivers too... basically, set a single bone to follow a spline line/path... set the limiting bone, and whatever settings you want in the Animation Driver... and Animator will do the animation for you. Puppeteer makes this painless...
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LillyByte @lillybyte.bsky.social · 27/08/2026
Pose blending sliders. Select bones and set the poses and easily blend. In the Morph, you can put a whole bunch of poses (or partial ones)... anywhere in the square and do uber complex blends. And bonus... they can also be saved as a pose library.
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LillyByte @lillybyte.bsky.social · 24/08/2026
I got bored... and built a signal reader that scans WiFi and BluTooth signals. Filters out random noise... then builds a constellation map of signal movement. Doing some reading on how to use multiple devices for making a 3D map... and then reading signal interference to build a human radar. 😶‍🌫️
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LillyByte @lillybyte.bsky.social · 13/08/2026
My animator is designed for hobbyists and indies... but because of animator's artist-first design... it took about 60 seconds to rig and animate this simple little guy as a test. :) Yes... both rig AND animate, in under 60 seconds. Zero IK setups.
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LillyByte @lillybyte.bsky.social · 03/08/2026
Been trying to add a rigging system to Animator. It was, previously, just designed to animate Second Life avatars... but, I want to use the uber puppeteering system for game animation... so.... the basics first, lol.
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LillyByte @lillybyte.bsky.social · 21/07/2026
Prototyping map select with TerrainGen... use the globe, choose any land mass on the map... get a preview of the terrain... and let the quest begin! Sooner or later, anyway.
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LillyByte @lillybyte.bsky.social · 19/07/2026
It can also terrain stamp cave entrances and caves (ignore the rough normals, as I never bothered to smooth them for the prototype).... so underground POIs aren't a problem either.
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LillyByte @lillybyte.bsky.social · 19/07/2026
I want this game to have fun terrain features; despite using heightmaps. Here's examples of how my TerrainGen extension for Godot, adaptively and in milliseconds, stamps features into geometry. Terrain features can be (optionally) told to adopt surface geometry before stamping into the mesh.
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LillyByte @lillybyte.bsky.social · 18/07/2026
Made some nice improvements to the desert biome... The desert looks more like a desert.
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LillyByte @lillybyte.bsky.social · 18/07/2026
US trying to sanction Canada for wildfire smoke crossing the border. Okay bitches... can you prove who owns what smoke?
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LillyByte @lillybyte.bsky.social · 15/07/2026
I want biomes to have configuable environments, suns, and effects... so like... deserts can have blazing suns with firery coronas and heatwave screen effects.
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LillyByte @lillybyte.bsky.social · 15/07/2026
Placeholder mesh with placeholder slimes on an epic journey through a procedurally generated Hellscape... with placeholder everything. There is sooo much modeling, texturing, animating and biome work to be done to make all this to eventually feel like a game... for several different biomes. 💀
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LillyByte @lillybyte.bsky.social · 14/07/2026
Ignore ugly placeholder... adapted lobby preview map to an in-world minimap. I don't like minimaps that persistently live in the corner, and I wanted as much of the game UI to integrate directly with the gameplay. So, players will carry "projectors" that project the minimap in-world.
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LillyByte @lillybyte.bsky.social · 13/07/2026
Apparently, terrains can sometimes resemble phantasmal people.
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LillyByte @lillybyte.bsky.social · 13/07/2026
Slowing down my own engine work a little while I work on a game in Godot 4.7 with someone... seems like it might be capable for the game. Anyway, here's the first iteration of the procedural, terrain generator for the mission map. What's the game? We'll all have to wait and see, I guess.
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LillyByte @lillybyte.bsky.social · 11/07/2026
Finally back to the point where I have a basic renderer again, lol... still no PBR, lights, etc.
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LillyByte @lillybyte.bsky.social · 09/07/2026
I've been a few weeks working on the UI now. But, I'm finally at the point where the UI is fully usable. This version is way more modular than the initial prototype. Also uses a rolling GUI action queue... where GUI actions, for any element, can easily be read globally or (optionally) local only.
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LillyByte @lillybyte.bsky.social · 28/06/2026
Working on getting the error checking working for the scripting language...
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LillyByte @lillybyte.bsky.social · 27/06/2026
Ever... so... slowly... getting to where I was...
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LillyByte @lillybyte.bsky.social · 26/06/2026
Meanwhile, here in reality... on Steam is where Linux is *most* prevalent in the desktop gaming market... and isn't even 5% of the market.
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LillyByte @lillybyte.bsky.social · 11/06/2026
My Engine UI is getting there... good enough to make a spiritual Norton Commander as a built-in tool for my engine. Pretty sure this week will be finishing up UI features so I have a complete tool kit... still missing tabbed panels, sliders, and tree views.
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LillyByte @lillybyte.bsky.social · 09/06/2026
Finally got the newer, base GUI system up and running... it isn't pretty (yet), but it is functional. I added (optional) rounded corners and drop shadows just because. It supports color themes, but not yet graphics themes... that is a future Lilly problem.
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LillyByte @lillybyte.bsky.social · 25/05/2026
Okay, you see this dumb ass right here? This cat... coughs up a huge furball on the floor... and before I can get the things to clean it up... SHE EATS THE COUGHED UP FURBALL. If there were the derp of derp cats, this MFer right here is the derpest.
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LillyByte @lillybyte.bsky.social · 25/05/2026
Having a 'pixel art' and soon-to-be 'anime renderer' built in as first class rendering options is the height of stupid level bullshit. Why? Because ain't nobody got to suffer but me.
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LillyByte @lillybyte.bsky.social · 22/05/2026
When your game engine has more profiling features than game features...
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LillyByte @lillybyte.bsky.social · 21/05/2026
The GUI Widget Editor is coming along though... I really like the click, drop, resize, etc. And in later revisions... buttons and controls that need it will have built in animation functions like image animation support, shake, scale, fade highlight in/out... things game UI should have by default.
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LillyByte @lillybyte.bsky.social · 20/05/2026
I'm alllllmost to a point where I am happy with the pixel outlines... but, some cleanup needs to happen on the inlines. And then, I need general tool settings for the surfaces and shadows.
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LillyByte @lillybyte.bsky.social · 20/05/2026
I think I'm just gonna make this as a "catch all" styler than just a renderer for pixel art... Want a specific look? Click a check box, adjust some numbers for pixelization, how outlines/inlines are created, etc. Just need to get some toon/anime shading options in there for fine-tuning.
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LillyByte @lillybyte.bsky.social · 20/05/2026
I was playing with the 3D pixel renderer that's built into my game engine (as a first-class citizen of the renderer)... was fiddling with numbers and made this look pretty cool but not pixel art, lol.
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LillyByte @lillybyte.bsky.social · 20/05/2026
Getting there... bit by bit...
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LillyByte @lillybyte.bsky.social · 20/05/2026
It is at a SUPER simple stage right now... But, I have the "beginnings" of the material editor for my game engine.
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LillyByte @lillybyte.bsky.social · 16/05/2026
Lights and shadows are not going as badly as I thought they would. Ignore the model... I made it during a Twitch stream years ago. 🤣 Real-time multiple crossing spot lights, and a soft directional light... acceptable shadow casts. This is a 2 K shadow map, though still looks alright as 1 K map.
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LillyByte @lillybyte.bsky.social · 13/05/2026
Same model as previously... up to 4 city models now and still within an 'acceptable' frame budget for my uses.
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LillyByte @lillybyte.bsky.social · 12/05/2026
But, we are getting closer to a 'usable engine'.
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LillyByte @lillybyte.bsky.social · 12/05/2026
My game engine now has a prototype GUI designer. I need to smooth out the rough edges, fix some clipping rects and what not... but by the end of the week... the GUI system should, at least, be functional in the engine.
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LillyByte @lillybyte.bsky.social · 09/05/2026
Slow day by slow day... I wanted to have engine GUI that I can easily create via Scriptable C, but once I get all the various GUI elements in... There's going to be a common-sense layout design... similar to Visual Basic, Delphi, etc... but dedicated to game UI with built in anim features.
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LillyByte @lillybyte.bsky.social · 06/05/2026
Bit by bit... day by day... I think this week is, purely, going to be working on getting 2D functionality in the script API. I gotta say though, I'm liking Scriptable C the more I move forward... even if it is my own innovation. It feels "friendly"... which is weird for a C-based anything.
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LillyByte @lillybyte.bsky.social · 04/05/2026
Slowly, but surely... the renderer will come together.
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LillyByte @lillybyte.bsky.social · 04/05/2026
Got PBR channels rendering... so, not just rendering 'flat' textures any more. Lights and shadows still ways away... (Model from www.fab.com/listings/85f...)
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