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passivestar

@passivestar.bsky.social
16K followers 448 following 2.7K posts

Game Developer and Tech Artist ✨ passivestar.xyz

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passivestar @passivestar.bsky.social · 29/09/2026
wowie look at my animated decal so very high tech
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passivestar @passivestar.bsky.social · 29/09/2026
4.8 will be the strongest godot release in a while texture streaming, contact shadows, multi-bounce AO, lightmap specular, 3d trails, mesh buffers on gpu, visual shader groups, label text fitting, symbol renaming, more flexible editor layout and a lot of ui improvements what are you still missing?
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passivestar @passivestar.bsky.social · 29/09/2026
just learned ambientCG has blender 5.2 remote asset library (no addon needed) 1k for free, all resolutions if you support on patreon this is cool af
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passivestar @passivestar.bsky.social · 27/09/2026
I'm not super excited about blurry 50 fps gaming where it takes your $3000 gpu several frames to converge light into a discernible picture. I love how great games got to look but the tradeoffs we took aren't very good imo We need nice baked GI again that runs on a laptop you found behind a dumpster
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passivestar @passivestar.bsky.social · 27/09/2026
channeling my inner sebastian lague into trying to make sense of indirect light tracing
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passivestar @passivestar.bsky.social · 26/09/2026
the reason godot lightmapper leaks through walls is... interesting it thinks they are transparent!
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passivestar @passivestar.bsky.social · 26/09/2026
looking at leaks in lowres godot lightmaps: - dilation touches neighbors - there's no way to increase island padding, bicubic filter needs 4 texels - denoiser doesnt have island isolation - closed rooms leak through corners, probably a bias bug - unocclusion algorithm is imprecise seems solvable
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passivestar @passivestar.bsky.social · 23/09/2026
Late Godot 4.x releases including 4.8 feel like an inflection point where the engine is starting to feel like a dependable tool
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passivestar @passivestar.bsky.social · 22/09/2026
godot 4.8 added non-allocating physics queries, 9x faster raycast i know, i know, about time 😄
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passivestar @passivestar.bsky.social · 22/09/2026
godot 4.8 exposed mesh buffers to gpu compute. all sorts of cool procedural shit is possible now
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passivestar @passivestar.bsky.social · 19/09/2026
been looking into that and it seems possible. LightmapGIData gives all APIs to set our own data. UV2 unwrapping is separate from baking so doesnt need porting. I'll need to port atlas packing though but it should be fine
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passivestar @passivestar.bsky.social · 16/09/2026
dropdown
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passivestar @passivestar.bsky.social · 11/09/2026
considering reimplementing godot lightmapper in gdscript because it needs a lot of work and working in c++ is slow
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passivestar @passivestar.bsky.social · 12/08/2026
manifold
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Reposted by passivestar
Game Maker's Toolkit @gamemakerstoolkit.com · 27/07/2026
Well, it finally happened! After 9 years of Unity dominance, Godot was the most used game engine for GMTK Game Jam 2026 submissions. 🤖 Godot - 47% 🎮 Unity - 34% 🛠️GameMaker - 5% 🚀 Unreal Engine - 3% ✨ Other - 11%
Pie chart showing game engines used to create 10,511 GMTK Game Jam games in 2026. Godot has the largest slice with 47%. Then Unity with 34%. Other with 11%. Game Maker with 5%. And Unreal Engine with 3%.
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Reposted by passivestar
Godot Engine @godotengine.org · 16/07/2026
The 2026 Godot Community Poll is here: Takes about ten minutes to complete, and it's one of the more direct ways to influence where things head next. We want to hear from you! 📝 godotengine.org/article/godo...
godotengine.org
Godot Community Poll 2026 – Godot Engine
We want to learn more about the Godot community, understand who the users of the engine are, and find out how we can better support you.
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passivestar @passivestar.bsky.social · 18/06/2026
I have a good feeling about godot 4.8, a lot of cool shit is being worked on right now
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passivestar @passivestar.bsky.social · 09/06/2026
every post I made in the past 2 years www.youtube.com/watch?v=36Si...
youtube.com
slowly losing my mind
YouTube video by passivestar
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passivestar @passivestar.bsky.social · 08/06/2026
when you play a AAA game and a utility box looks oddly familiar
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passivestar @passivestar.bsky.social · 31/05/2026
GI is stored in balls
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passivestar @passivestar.bsky.social · 31/05/2026
wee woo wee woo sir do you have any idea how fast you were global illuminating
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passivestar @passivestar.bsky.social · 31/05/2026
testing HDDAGI and I'm actually shocked with how well it runs for how good it looks WTF HELLO??
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passivestar @passivestar.bsky.social · 28/05/2026
007 first light seems to be doing something similar. The 3 light patterns are angled and don't affect the decorative frame, only the wall behind it. could be an alpha card the actual light source is a spotlight that's facing the objects in front and has a colder color
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passivestar @passivestar.bsky.social · 26/05/2026
Did you know? When buying a AAA game it's important to check the quality of the game by counting the amount of streaks from the lights. Current generation of AAA games emits *at least* 8 streaks per light. If your copy of a AAA game has less streaks you may be eligible for a refund
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passivestar @passivestar.bsky.social · 26/05/2026
Texturing in blender is back
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passivestar @passivestar.bsky.social · 25/05/2026
hope godot 4.8 merges specular lightmaps because holy shit
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passivestar @passivestar.bsky.social · 24/05/2026
Epic has announced Unreal Engine 6. It's a 20% bigger number than 5, making it the biggest number they have ever announced. Unfortunately it fell short of the last major update (4 to 5), which was a whopping 25% increase.
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passivestar @passivestar.bsky.social · 23/05/2026
when somebody makes a hammer-like level editor for godot asset store
static.klipy.com
Scarface: Tony Montana on Phone & Money Counting
ALT: Scarface: Tony Montana on Phone & Money Counting
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passivestar @passivestar.bsky.social · 22/05/2026
LFG
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passivestar @passivestar.bsky.social · 17/05/2026
lowkey onto something here now
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passivestar @passivestar.bsky.social · 17/05/2026
but also depth buffer emission
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passivestar @passivestar.bsky.social · 17/05/2026
depth buffer collision
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passivestar @passivestar.bsky.social · 12/05/2026
Blender 5.2 will introduce remote asset libraries with granular per-asset downloads that anyone can host. This is HUGE
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passivestar @passivestar.bsky.social · 12/05/2026
There's a godot PR that will give you nearly unlimited shader customizability at high maintenance cost. It will allow you to implement a lot of new effects that godot can't do now and fix a lot of current rendering problems without a need to fork the engine It will be a very important PR for godot
github.com
Add custom shader template support to rendering server (core) by BastiaanOlij · Pull Request #111939 · godotengine/godot
After discussing during a render meeting some weeks back, we discussed reviving #94427 but breaking it up into parts. This PR purely adds in the core of the implementation. E.G it introduces the sh...
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passivestar @passivestar.bsky.social · 05/05/2026
you can use emissive decals for very cheap fake lights
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passivestar @passivestar.bsky.social · 30/04/2026
before plugging it into decals I was just trying to make some normal-mapped smoke cards this is inspired by the convenience of godot's built-in image generators like noises and gradients
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passivestar @passivestar.bsky.social · 30/04/2026
searching for the least insane pbr wear decal workflow in godot. subclassing the decal class with custom procedural pbr map generators is probably it
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passivestar @passivestar.bsky.social · 30/04/2026
water
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passivestar @passivestar.bsky.social · 28/04/2026
fluid sim
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passivestar @passivestar.bsky.social · 27/04/2026
yellowpaint
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passivestar @passivestar.bsky.social · 20/03/2026
@adriaan.games has been cooking a better godot runbar: - cleaner ui by default - custom run presets for different scenes and run params (buttons in the optional right panel) - includes embedding options that were previously separate
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passivestar @passivestar.bsky.social · 20/03/2026
maybe it's time for a UI for creating custom menus in blender now that 5.1 assigns operator names to node tools
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passivestar @passivestar.bsky.social · 16/03/2026
alright lets see what nvidia is up to
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passivestar @passivestar.bsky.social · 15/03/2026
should I work on godot or should I make a game in it
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passivestar @passivestar.bsky.social · 13/03/2026
EVERYBODY STAY CALM! we have realtime area lights in godot, I REPEAT, AREA LIGHTS IN GODOT, this is not a drill 🚨 🗣️
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passivestar @passivestar.bsky.social · 12/03/2026
they what???
80.lv
NVIDIA Forks Godot To Add Path Tracing
You can download it now.
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passivestar @passivestar.bsky.social · 05/03/2026
Recently I got invited to join the new Godot UX team. When I have time I will be helping testing editor PRs and make Godot more usable for everyone. What are some of the most annoying things about Godot UI/UX that you think need attention?
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passivestar @passivestar.bsky.social · 04/03/2026
a tree
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passivestar @passivestar.bsky.social · 03/03/2026
we're now at a point where we compare chips 5 generations apart in press releases
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passivestar @passivestar.bsky.social · 02/03/2026
surprised people bring up the ease of reverse-engineering of godot games as a drawback over unity when it's the same in both
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