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passivestar

@passivestar.bsky.social
16K followers 451 following 2.6K posts

Game Developer and Tech Artist ✨ passivestar.xyz

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passivestar @passivestar.bsky.social · 05/10/2026
thanks! it's custom voxel remesh with vertex smoothing and triplanar photogrammetry
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passivestar @passivestar.bsky.social · 04/10/2026
with a layer of sand
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passivestar @passivestar.bsky.social · 04/10/2026
working on procedural rock formations
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passivestar @passivestar.bsky.social · 03/10/2026
😇✨
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passivestar @passivestar.bsky.social · 03/10/2026
not sure it even counts as obsolete if it's viable and games keep using it. bond first light just used it for interior mirrors
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passivestar @passivestar.bsky.social · 03/10/2026
there are also contact shadows there btw, vegetation is excluded from the shadowmap for performance
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passivestar @passivestar.bsky.social · 03/10/2026
don't worry it's made of fully biodegradable iron and will fully corrode away in just 250 years
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passivestar @passivestar.bsky.social · 03/10/2026
definitely!
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passivestar @passivestar.bsky.social · 03/10/2026
rendered with another camera from a different pov at a lower resolution and with a simplified postprocessing stack
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passivestar @passivestar.bsky.social · 03/10/2026
for now it needs engine-side changes to make it work properly, oblique projection breaks directional shadows and some other effects that can be relevant for mirrors. I only hacked in support for directional shadows for this experiment in my fork
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passivestar @passivestar.bsky.social · 03/10/2026
whole thing with oblique clipping, 4.8 made it possible a couple of weeks ago (sorta kinda) github.com/godotengine/...
github.com
Implement multi-layer projection camera by BastiaanOlij · Pull Request #116424 · godotengine/godot
This PR implements a new projection camera mode that allows setting projections per eye/view/layer and removes the override code deep within the renderer targeted at XR use cases. The change is mea...
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passivestar @passivestar.bsky.social · 03/10/2026
planar reflections in godot
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passivestar @passivestar.bsky.social · 30/09/2026
I read it as "Kay is modeling on Atari 2600" and was REALLY impressed there for a moment
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passivestar @passivestar.bsky.social · 30/09/2026
I heard it's planned
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passivestar @passivestar.bsky.social · 30/09/2026
there's motion blur github.com/sphynx-owner...
github.com
GitHub - sphynx-owner/Godot-Motion-Blur-Addon: The latest iteration of the long-researched motion blur implementation for godot, including a technical walkthrough
The latest iteration of the long-researched motion blur implementation for godot, including a technical walkthrough - sphynx-owner/Godot-Motion-Blur-Addon
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passivestar @passivestar.bsky.social · 29/09/2026
what this would be best for I think is PBR decals because you cant fake those with the depth projection hack in godot. i.e something like dynamic puddles I did it recently but on cpu and for editor/authoring, but drawable texture makes it feasible to do at runtime bsky.app/profile/pass...
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passivestar @passivestar.bsky.social · 29/09/2026
sorta but not really, it renders at fixed resolution and fixed framerate a texture that you may not see every pixel of in the end frame to fake caustics it's better to project on surfaces through world position reconstruction, check comments to this post bsky.app/profile/pass...
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passivestar @passivestar.bsky.social · 29/09/2026
no this is yours. I just learned about it 2 hours ago from the godot blog post 🙂 bsky.app/profile/pass...
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passivestar @passivestar.bsky.social · 29/09/2026
ok here we go bsky.app/profile/did:...
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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
i should play with drawable decals, sounds like a lot of fun
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passivestar @passivestar.bsky.social · 29/09/2026
depending on the setup its either a light leak or denoiser bug. yeah it can and should be fixed
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passivestar @passivestar.bsky.social · 29/09/2026
not super trivial but I'm not sure about orders of magnitude. Juan wrote a proposal with some details github.com/godotengine/...
github.com
Implement Mesh streaming · Issue #6109 · godotengine/godot-proposals
Describe the project you are working on Godot Describe the problem or limitation you are having in your project For large scenes, loading meshes (3D models) consume a lot of video memory and it tak...
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passivestar @passivestar.bsky.social · 29/09/2026
yeah for the asset store there should be some sort of guide with best practices including using relative script paths, class names and direct scene references personally I dont use absolute paths anywhere in my code
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passivestar @passivestar.bsky.social · 29/09/2026
it's chromatic abberration via a compositor effect
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passivestar @passivestar.bsky.social · 29/09/2026
yeah it's low level and allows implementing all sorts of things at the expense of not being very approachable to all gamedevs. ideally in the future there will also be material-based compositing UX that will be similar to making shaders in gdshader or in GUI via the shader graph
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passivestar @passivestar.bsky.social · 29/09/2026
feel free to help with testing github.com/godotengine/...
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 · 29/09/2026
I think you should be able to do that by adding another export preset with only that folder included? Then you just do "Export All" to export the game and all of the separate PCKs
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passivestar @passivestar.bsky.social · 29/09/2026
i meant editor ui but gui nodes get a lot of prs too ofc godotengine.github.io/godot-intera...
godotengine.github.io
Godot Interactive Changelog
Godot Engine interactive changelog for each official release of the engine
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passivestar @passivestar.bsky.social · 29/09/2026
ah, I understand now. yeah it would be nice to have
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passivestar @passivestar.bsky.social · 29/09/2026
theme system just got support for audio in 4.8, I forgor to mention it in the post but it's kinda big github.com/godotengine/...
github.com
Add theme sound items and playback on common UI events by Calinou · Pull Request #111455 · godotengine/godot
This allows themes to play sounds when hovering/pressing buttons, typing text and using sliders. A new "audio" theme item type is added to allow custom controls to define their own audio ...
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passivestar @passivestar.bsky.social · 29/09/2026
better defaults depend on what game you wanna make, for what platform and how well you want it to run. I think I saw some work being done on project quality presets that should address that
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passivestar @passivestar.bsky.social · 29/09/2026
also yes nonalloc casts are huge but I hit the character limit in the post :D
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passivestar @passivestar.bsky.social · 29/09/2026
when shader templates make it in you should be able to make any decals imaginable
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passivestar @passivestar.bsky.social · 29/09/2026
compute shaders are awesome
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passivestar @passivestar.bsky.social · 29/09/2026
yeah the variable is called IRRADIANCE
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passivestar @passivestar.bsky.social · 29/09/2026
you're not using a time machine? rookie mistake
static.klipy.com
Men Reacting to Laptop Content
ALT: Men Reacting to Laptop Content
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passivestar @passivestar.bsky.social · 29/09/2026
it can be done in regular build with gdscript too, but I agree, it would be nice to have it in core
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passivestar @passivestar.bsky.social · 29/09/2026
what are you trying to make? you should already be able to access it since godot 4.3 via compositor on the subviewport docs.godotengine.org/en/latest/cl...
docs.godotengine.org
RenderSceneBuffersRD
Inherits: RenderSceneBuffers< RefCounted< Object Render scene buffer implementation for the RenderingDevice based renderers. Description: This object manages all 3D rendering buffers for the ...
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passivestar @passivestar.bsky.social · 29/09/2026
thanks, it's the neon sign I made for the 4.4 agx demo! ofc we got working ssr since then so the frame looks much better now haha
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passivestar @passivestar.bsky.social · 29/09/2026
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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
for your case just use the api tbh docs.ambientcg.com/api/v3/
docs.ambientcg.com
Home - ambientCG Docs
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passivestar @passivestar.bsky.social · 29/09/2026
afair they just have a regular api though
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passivestar @passivestar.bsky.social · 29/09/2026
not without blender somewhere in the chain because they are distributed in .blend files
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passivestar @passivestar.bsky.social · 29/09/2026
to add it to blender you just paste this link when you add a remote library: ambientcg.com/api/blender/
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passivestar @passivestar.bsky.social · 29/09/2026
this is probably one of the best ways to spend five bucks because they are CC0 assets. libraries like that make 3d art accessible to everyone
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passivestar @passivestar.bsky.social · 29/09/2026
ucupaint button works with remote libraries too, you can open them to ucupaint layers to tweak and mix
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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 · 28/09/2026
I think you're doing great work in 2d and ux! I don't think I mentioned but I actually played hidden folks back in 2017 and thought it was pretty incredible ❤️ funny how small the world is
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