Reposted by Pedro J. Estébanez — Pedrocorppassivestar @passivestar.bsky.social · 23/09/2026Late Godot 4.x releases including 4.8 feel like an inflection point where the engine is starting to feel like a dependable tool 516312
Reposted by Pedro J. Estébanez — PedrocorpClay John @clayjohn.bsky.social · 15/09/2026Check this out if you like seeing @superluminal.eu screenshots or want to learn a bit more about the magic behind CPU optimizations! 1203
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 29/08/2026My game for the @MsDOSClub contest, still in quite an early stage, running on an actual 486DX2@66! 🤩 (CRT👿) I'm not sure about the teletype effect for this kind of game (kinda point'n'click adventure). What do you think? #retrogamedev #gamedev #indiedev 091
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 25/08/2026Proud to have been in this journey so far, and looking forward to walking the path ahead! 040
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 22/08/2026To be traditional, I was even building on DOS. DJGPP is very slow there. 🐢 Now (still on RHIDE), the GCC.EXE invoked is a helper that proxies over to a script in WSL 2, that runs the native DJGPP. ⚡ Paths, stdout, etc. are adapted along the roundtrip. #retrogamedev #gamedev 090
Reposted by Pedro J. Estébanez — PedrocorpMS-DOS CLUB @msdosclub.bsky.social · 19/08/2026@mmoroca.bsky.social está trabajando duro en su laptop TERMINATOR. 072
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 08/08/2026I love modern technology where usability matters. 010
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 08/08/2026Dr. Homes is here again. Asset import pipeline perfected (better color matching + dithering, to give some "texture" and sense of detail even to very flat-lit scenes). Character controller improved (no partial steps + smooth rotation.) Frame rate will improve. #retrogamedev #gamedev #indiedev 0204
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 05/08/2026A little bit of debugging with gdb on MS-DOS as the sun goes down if the evening hasn't killed nobody, has it? #retrogamedev #gamedev #indiedev 172
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 05/08/2026Let me introduce to you the one and only Dr. Homes! Still in a placeholder room. Displayed in two different lighting environments. Around 15 fps on the target hardware (more than enough, by the way.) #retrogamedev #gamedev #indiedev 0103
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 24/07/2026I want to keep the process very classic, so (given I can't model a proper human being) I've taken a model from a pack made for the good old 3D Studio for DOS (not MakeHuman, not even Poser). Mind you, I'm rigging it myself for Bones Pro! #retrogamedev #gamedev #indiedev 0141
Reposted by Pedro J. Estébanez — PedrocorpW4 Games @w4games.com · 22/07/2026Our GodotCon Boston talk is now up as a blog post: how we doubled Vulkan frame rates on the Quest 3 Years of rendering work for Meta and Google, contributed upstream to Godot. Foveated rendering, multi-threaded rendering, spec constants, FP16, & content tips you can use today tinyurl.com/fdhn437uw4games.comWhere Every Millisecond Counts: Optimizing Godot for Standalone XR 0367
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 21/07/2026Added higher fidelity on key areas (note sphere surroundings). Also, now white and black fog can be used. #retrogamedev #gamedev #indiedev 0110
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 15/07/2026Well, this is what I was talking about! Remember, it's running on a 486DX2@66 (emulated with 86Box). #retrogamedev #gamedev #indiedev 2225
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 11/07/2026I'm very close to showing the character-in-lighting-environment I announced, but in the meantime I wanted to share quite an amusing piece of code. #retrogamedev #gamedev #indiedev 0121
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 10/07/2026Progress! Keyboard handling, character pipeline, drawing and scaling. This is an unlit test room with a placeholder character, but the game will have some fancy lighting. Thing is, this is actually much more than a plain sprite. Stay tuned... #retrogamedev #gamedev #indiedev 2112
Reposted by Pedro J. Estébanez — PedrocorpInvasión Pixelada Aventuras Gráficas @invasionpixelada.bsky.social · 08/07/2026El VIDEOJUEGO que rompió las reglas de las AVENTURAS GRÁFICAS youtu.be/EIw06b_3naM?...youtu.beEl VIDEOJUEGO que rompió las reglas de las AVENTURAS GRÁFICASYouTube video by Invasión Pixelada Aventuras Gráficas 011
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 05/07/2026Summertime, but you can still develop for DOS on DOS. PS: I'm showing something new from my game for the @msdosclub.bsky.social contest soon. #retrogamedev #gamedev #indiedev 0163
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 04/07/2026The Foundation has been pragmatical and wise here. Idealism or moralism would have just been a play to the gallery or a pie in the sky. Sadly, AI is already moralized (until one day when it'll stop being so for most) and any speak about it will create sides. 050
Reposted by Pedro J. Estébanez — PedrocorpPsych Rift @ablazeinteractive.com · 03/07/2026Ravensworth lobby environment for my game Psych Rift. #GameDev #Godot 0439
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 29/06/2026Taking a look to see if some test character has been written out correctly to the custom format this game's engine will use. As a kid, I used to inspect data files of games, fascinated by them. Now I'm the sorcerer. #retrogamedev #gamedev #indiedev 0103
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 21/06/2026Checking this thing out about clock cycles taken by certain instructions. #retrogamedev #gamedev #indiedev 0123
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 21/06/2026Trying with a cluster size of 16x16. I'd say something is not working as expected. #retrogamedev #gamedev #indiedev 082
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 20/06/2026By the way, I've hunt this naughty subcluster down. It was a subtle overflow issue. I'm using as few bits as possible everywhere and the budget was too low here. I've added a superfast bit trick clamp and it's solved now. #retrogamedev #gamedev #indiedev 1101
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 20/06/2026So, the glitchy roughness was due to an RLE decoding bug. I've fixed it and added some nice dithering so I still get a grainy look but with more correct visuals. 130
Reposted by Pedro J. Estébanez — PedrocorpPicster (Raffaele Picca) @picster.bsky.social · 15/06/2026My GodotCon 26 talk recording is finally live! The title is "Changing the Mood: Better Atmosphere for Godot Games" - but I think you can take something away even if you are not working in #GodotEngine #gamedev #indiedev www.youtube.com/watch?v=7Vyi...youtube.comChanging the Mood: Better Atmosphere for Godot Games – Raffaele Picca – GodotCon 2026YouTube video by Godot Engine 2515
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 14/06/2026I think I'm doing fine in the dev process for my @msdosclub.bsky.social's #gamedev contest. Astonishing results so far. 071
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 28/05/2026Estoy preparando algo muy especial para el concurso de programación de videojuegos de este año del @msdosclub.bsky.social. A ver si en el poco tiempo que puedo dedicar logro materializar mis ideas. 131
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 24/05/2026¿Se puede o no se puede? Pues ya sabéis cómo averiguarlo. Respondemos a eso y a más cositas de aventuras. Fue un placer pasar por aquí. 020
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 11/05/2026It's possible to disable Copilot in @visualstudio.com. I needed this as I only want it in @vscode.dev. Let's see if this helps the former be snappier... You need this: www.microsoft.com/en-us/downlo... 230
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 01/05/2026open.substack.com/pub/chipsand...open.substack.comInvestigating Split Locks on x86-64How bad are they, really? And how bad is the medicine? 000
Reposted by Pedro J. Estébanez — PedrocorpLisandro Lorea (Noid.EXE) @noidexe.bsky.social · 01/05/2026Amazing time at GodotCon. Got to experience the beautiful city of Amsterdam, learned a lot from the talks and even got a tour @studio.blender.org As always, and especially coming from a remote part of the world, the core of these events is getting to know amazing people from different cultures. 2161
Reposted by Pedro J. Estébanez — PedrocorpKarl @hexaquo.at · 12/04/2026Did you know you can set up a scene and render it to a texture without any nodes in #Godot, by directly using the RenderingServer? We automatically generate billboard sprites for meshes this way. There's not much info about the RenderingServer online, so I wrote about it: hexaquo.at/pages/using-... 324343
Reposted by Pedro J. Estébanez — PedrocorpKostas Anagnostou @kostasanagnostou.bsky.social · 04/04/2026Useful table summarising the various ways to pass resource descriptors to a shader via a root signature (from static.graphicsprogrammingconference.com/public/2025/...) 0215
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 02/04/2026Entering the cave level (draft) in #Hellrule. 💡Remember the game is already released on Google Play and the App Store. 100 % free, no ads, no purchases. Levels (like the one depicted here under construction) are added in updates. #godotengine #screenshotsaturday 051
Reposted by Pedro J. Estébanez — PedrocorpKostas Anagnostou @kostasanagnostou.bsky.social · 31/03/2026Nvidia's GDC 2026 presentation recordings are now online youtube.com/playlist?lis...youtube.comGDC 2026 | Session Replays - YouTubeWatch our GDC 2026 sessions on-demand, which explore how NVIDIA RTX™ neural rendering and AI are defining the next era of gaming. 0185
Reposted by Pedro J. Estébanez — PedrocorpKostas Anagnostou @kostasanagnostou.bsky.social · 28/03/2026Great collection of extensive articles on the architecture of a large number of (older) consoles, good read! www.copetti.org/writings/con...copetti.orgArchitecture of Consoles | A Practical AnalysisUnderstanding the evolution of consoles through their architecture 0133
Reposted by Pedro J. Estébanez — PedrocorpKostas Anagnostou @kostasanagnostou.bsky.social · 29/03/2026How many branches can your CPU predict? lemire.me/blog/2026/03...lemire.meHow many branches can your CPU predict?Modern processors have the ability to execute many instructions per cycle, on a single core. To be able to execute many instructions per cycle in practice, processors predict branches. I have made the... 0405
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 19/03/2026He tenido el honor de ser entrevistado por Javi del @msdosclub.bsky.social para uno de sus episodios 'floppy'. Cuando veo mi nombre entre la lista de protagonistas de otras entrevistas, con tanta figura ilustrísima, no sé si me entra síndrome del impostor o qué, pero algo. msdos.club/floppy-110-g...msdos.clubFloppy 110 – Godot Engine con Pedro J. Estébanez (RandomShaper) - MS-DOS ClubFloppy 110 - Godot Engine con Pedro J. Estébanez (RandomShaper) Hoy contamos con la presencia de Pedro J. Estébanez, Lead Architect of Console Middleware at W4 Games, que nos contará los entresijos de... 031
Reposted by Pedro J. Estébanez — PedrocorpJoseph Humfrey @joe.inkle.co · 17/03/2026Built using the @w4games.com Switch port of @godotengine.org! Excited to get this out in a few weeks. Pre-order now! 1507
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 13/03/2026Given @vscode.dev won't address the feature request to allow easy change of the GUI font— github.com/microsoft/vs... —, I've done one of the typical hacks: patching the CSS with a script I can run after every update. Now I have usable scrollbars and readable code in search-replace! 011
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 13/03/2026Only a clock with hands sweeping smoothly—continuously—should be called 'analog'. If they move in steps, that clock is as digital as one with a numeric display, as both are 'discrete.' But it has no 'digits,' so 'digital' isn't a legit term either. What about 'pseudoanalog' or 'digital-in-disguise'? 241
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 08/03/2026The iPhone 8 was cute. Perfect size, low weight. Maybe too slippery. I bought one as a testing device and I find myself considering adopting it as my regular phone despite me being an Android-first user. 100
Reposted by Pedro J. Estébanez — PedrocorpRAWRLAB Games @rawrlabgames.com · 06/03/2026Happy to finally announce that we helped bring this precious, cozy #GodotEngine game to #NintendoSwitch! 🥳 This is our biggest game port so far, and it vastly helped us polish and improve our Godot 4.5 port. 💪 4389
Reposted by Pedro J. Estébanez — PedrocorpPicster (Raffaele Picca) @picster.bsky.social · 06/03/2026These were some very intense couple of days. But I wrapped up 𝐌𝐎𝐋𝐃𝐑𝐈𝐒𝐄, a small narrative horror game about getting to the ROOF of your appartment building with a horrible foot fungus. Play it now on @itch.io : picster.itch.io/moldrise Of course made in #GodotEngine #gamedev #godot #horror 24610
Reposted by Pedro J. Estébanez — PedrocorpKostas Anagnostou @kostasanagnostou.bsky.social · 03/03/2026Vulkan memory barriers and image layouts explained www.rastergrid.com/blog/gpu-tec...rastergrid.comVulkan memory barriers and image layouts explained – RasterGrid | Software Consultancy 1339
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 04/03/2026One of my best decisions so far this year: configuring the following keyboard shortcuts in @vscode.dev: - Alt+O: Switch between .h and .cpp. - Alt+U: Switch between normal and VCS diff views. 010
Reposted by Pedro J. Estébanez — PedrocorpGodot Engine @godotengine.org · 27/02/2026Mike Klubnika tells us about his experience developing the 2024 indie hit Buckshot Roulette, as well as his newer project, s.p.l.i.t. #godotenginegodotengine.orgGodot Showcase - Buckshot Roulette – Godot EngineMike Klubnika tells us about his experience working on Buckshot Roulette. 135448
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 28/02/2026I spend too much of my online time accepting cookies. 000