Sign in

Pedro J. Estébanez — Pedrocorp

@pedrocorp.net
1.3K followers 63 following 148 posts

• Veteran @GodotEngine.org contributor (a.k.a. RandomShaper) • Senior eng. at @w4games.com • Maked (and making) 'Hellrule' pedrocorp.net#hellrule • Making a #retrogame for MS-DOS • pedrocorp.net

PostsRepliesMedia
Reposted by Pedro J. Estébanez — Pedrocorp
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
516312
Reposted by Pedro J. Estébanez — Pedrocorp
Clay John @clayjohn.bsky.social · 15/09/2026
Check 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 · 11/09/2026
Quite unsettling, isn't it?
3242
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 29/08/2026
My 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 · 25/08/2026
Proud to have been in this journey so far, and looking forward to walking the path ahead!
040
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 22/08/2026
To 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 — Pedrocorp
MS-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 · 08/08/2026
I love modern technology where usability matters.
010
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 08/08/2026
Dr. 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 · 05/08/2026
A 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 · 05/08/2026
Let 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 · 24/07/2026
I 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 — Pedrocorp
W4 Games @w4games.com · 22/07/2026
Our 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/fdhn437u
w4games.com
Where Every Millisecond Counts: Optimizing Godot for Standalone XR
0367
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 21/07/2026
Added 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 · 15/07/2026
Well, 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 · 11/07/2026
I'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 · 10/07/2026
Progress! 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 — Pedrocorp
Invasión Pixelada Aventuras Gráficas @invasionpixelada.bsky.social · 08/07/2026
El VIDEOJUEGO que rompió las reglas de las AVENTURAS GRÁFICAS youtu.be/EIw06b_3naM?...
youtu.be
El VIDEOJUEGO que rompió las reglas de las AVENTURAS GRÁFICAS
YouTube video by Invasión Pixelada Aventuras Gráficas
011
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 05/07/2026
Summertime, 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 · 04/07/2026
The 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 — Pedrocorp
Psych Rift @ablazeinteractive.com · 03/07/2026
Ravensworth lobby environment for my game Psych Rift. #GameDev #Godot
0439
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 29/06/2026
Taking 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 · 21/06/2026
Checking this thing out about clock cycles taken by certain instructions. #retrogamedev #gamedev #indiedev
0123
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 21/06/2026
Trying 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 · 20/06/2026
By 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 · 20/06/2026
So, 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 — Pedrocorp
Picster (Raffaele Picca) @picster.bsky.social · 15/06/2026
My 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.com
Changing the Mood: Better Atmosphere for Godot Games – Raffaele Picca – GodotCon 2026
YouTube video by Godot Engine
2515
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 14/06/2026
I 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 · 28/05/2026
Estoy 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 · 11/05/2026
It'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 · 01/05/2026
open.substack.com/pub/chipsand...
open.substack.com
Investigating Split Locks on x86-64
How bad are they, really? And how bad is the medicine?
000
Reposted by Pedro J. Estébanez — Pedrocorp
Lisandro Lorea (Noid.EXE) @noidexe.bsky.social · 01/05/2026
Amazing 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 — Pedrocorp
Karl @hexaquo.at · 12/04/2026
Did 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-...
a 3D tree asset on the left, with an arrow pointing to spritesheets on the right. The spritesheets contain 2 albedo sprites (front and side) and 2 normal sprites (also front and side).
324343
Reposted by Pedro J. Estébanez — Pedrocorp
Kostas Anagnostou @kostasanagnostou.bsky.social · 04/04/2026
Useful 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 · 02/04/2026
Entering 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 — Pedrocorp
Kostas Anagnostou @kostasanagnostou.bsky.social · 31/03/2026
Nvidia's GDC 2026 presentation recordings are now online youtube.com/playlist?lis...
youtube.com
GDC 2026 | Session Replays - YouTube
Watch 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 — Pedrocorp
Kostas Anagnostou @kostasanagnostou.bsky.social · 28/03/2026
Great collection of extensive articles on the architecture of a large number of (older) consoles, good read! www.copetti.org/writings/con...
copetti.org
Architecture of Consoles | A Practical Analysis
Understanding the evolution of consoles through their architecture
0133
Reposted by Pedro J. Estébanez — Pedrocorp
Kostas Anagnostou @kostasanagnostou.bsky.social · 29/03/2026
How many branches can your CPU predict? lemire.me/blog/2026/03...
lemire.me
How 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 · 19/03/2026
He 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.club
Floppy 110 – Godot Engine con Pedro J. Estébanez (RandomShaper) - MS-DOS Club
Floppy 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 — Pedrocorp
Joseph Humfrey @joe.inkle.co · 17/03/2026
Built 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 · 13/03/2026
Given @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 · 13/03/2026
Only 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 · 08/03/2026
The 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 — Pedrocorp
RAWRLAB Games @rawrlabgames.com · 06/03/2026
Happy 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 — Pedrocorp
Picster (Raffaele Picca) @picster.bsky.social · 06/03/2026
These 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 — Pedrocorp
Kostas Anagnostou @kostasanagnostou.bsky.social · 03/03/2026
Vulkan memory barriers and image layouts explained www.rastergrid.com/blog/gpu-tec...
rastergrid.com
Vulkan memory barriers and image layouts explained – RasterGrid | Software Consultancy
1339
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 04/03/2026
One 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 — Pedrocorp
Godot Engine @godotengine.org · 27/02/2026
Mike Klubnika tells us about his experience developing the 2024 indie hit Buckshot Roulette, as well as his newer project, s.p.l.i.t. #godotengine
godotengine.org
Godot Showcase - Buckshot Roulette – Godot Engine
Mike Klubnika tells us about his experience working on Buckshot Roulette.
135448
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 28/02/2026
I spend too much of my online time accepting cookies.
000