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
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 21/09/2026Yo estoy haciendo una, de modo que sí. 😃 000
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 · 12/09/2026He-he. I didn't know. I've read a bit (no pun intended) about it. Quite interesting. Adds up to my suspicion it's alien technology. 010
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 31/08/2026RedDeer? Everybody knows you are GreenDino. 110
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 · 05/08/2026OMG. Just noticed the typo and grammar error. ❌if ✅in ❌nobody ✅anybody 000
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 · 10/07/2026Little reminder of the work-in-progess lighting capabilities of the engine... bsky.app/profile/pedr... 000
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 · 21/06/2026'Pick your poison,' que dicen los anglohablantes. 010
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 · 20/06/2026The previous, buggy version, was in a post I accidentally deleted, so here I'm posting a frame of the previous clip for comparison. 010
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 · 11/05/2026This is likely something you can do more conveniently via registry, though. 000
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 · 08/05/2026As if stopping was an option. There's no way back. 030
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