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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

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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
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 21/09/2026
Yo estoy haciendo una, de modo que sí. 😃
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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!
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 12/09/2026
He-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.
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 11/09/2026
Quite unsettling, isn't it?
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 11/09/2026
Nutri-Score.
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 31/08/2026
RedDeer? Everybody knows you are GreenDino.
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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
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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!
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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
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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.
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 08/08/2026
I love modern technology where usability matters.
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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
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 05/08/2026
OMG. Just noticed the typo and grammar error. ❌if ✅in ❌nobody ✅anybody
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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
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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
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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
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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
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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
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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
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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
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 10/07/2026
Little reminder of the work-in-progess lighting capabilities of the engine... bsky.app/profile/pedr...
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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
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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
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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
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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.
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Reposted by Pedro J. Estébanez — Pedrocorp
Psych Rift @ablazeinteractive.com · 03/07/2026
Ravensworth lobby environment for my game Psych Rift. #GameDev #Godot
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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
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 21/06/2026
Checking this thing out about clock cycles taken by certain instructions. #retrogamedev #gamedev #indiedev
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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
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 21/06/2026
'Pick your poison,' que dicen los anglohablantes.
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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
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 20/06/2026
The previous, buggy version, was in a post I accidentally deleted, so here I'm posting a frame of the previous clip for comparison.
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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.
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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
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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.
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 29/05/2026
🤭
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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.
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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.
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 11/05/2026
This is likely something you can do more conveniently via registry, though.
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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...
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Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 08/05/2026
As if stopping was an option. There's no way back.
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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?
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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.
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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).
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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/...)
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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
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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.
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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
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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...
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