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shadecore_dev

@shadecore.bsky.social
111 followers 133 following 46 posts

Indie game developer. Check out my game at: shadecore-dev.itch.io/realmshade Newgrounds: shadecoredev.newgrounds.com My shaders for Godot: godotshaders.com/author/shadecore_d… Github: github.com/shadecoredev

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shadecore_dev @shadecore.bsky.social · 07/09/2026
Added partitioning, LODs and ragdolls to my horde renderer. 4 million ghouls, 1 truck. #gamedev
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shadecore_dev @shadecore.bsky.social · 10/08/2026
I love ways to augment items in games, so I created one in mine. Blade oils let you convert damage into ailments. However, their uses go far beyond blades. Turning ice into fire? I'll let it slide, as long as holding four combo pieces makes numbers go up. #gamedev
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shadecore_dev @shadecore.bsky.social · 06/08/2026
PvPvE autobattler that I was forging in the shadows for some time. Playable right now directly in browser at realmshade.online/play or search up Realmshade on Itch. Игра также доступна на русском. #indiegame #godot #gamedev #indiedev
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shadecore_dev @shadecore.bsky.social · 20/10/2025
I updated AnimatedMultimeshInstance3D to Godot 4.5.1 and made the ghoul horde demo public. It features: - Bulk entity control - Entity movement, avoidance and aggro - Accurate physics body collision detection - Turning corpses into static instances github.com/shadecoredev... #godot #gamedev
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shadecore_dev @shadecore.bsky.social · 08/08/2025
Nice. My game got into top 3% at Enjoyment category in #GMTKJam, ranking #231 out of 9600+ entries. I think the game deserves a post-jam update, I will work on it this weekend.
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shadecore_dev @shadecore.bsky.social · 04/08/2025
Made a submission to #GMTKJam over the weekend. A dungeon crawler where your past copies help you fight the enemies. The game is playable in browser: shadecore-dev.itch.io/multisorcerer #gamedev #godot
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shadecore_dev @shadecore.bsky.social · 23/07/2025
Got carried away with implementing the enemy system and forgot to post the progress. I added enemy spawning, sounds, aggro and attack damage. I'm going to work on missing enemy animations next. For example, death and different types of attacks. #gamedev
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shadecore_dev @shadecore.bsky.social · 18/07/2025
Just finished implementing support for per-instance oneshot animations in my vertex animation shader. Here I use it to play the attack animation. #gamedev
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shadecore_dev @shadecore.bsky.social · 16/07/2025
Added greenery to that scorched empty wasteland landscape I had before. #gamedev
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shadecore_dev @shadecore.bsky.social · 13/07/2025
Added inventory window with item inspection. All the weapons that I planned are done. It's time to swap these testing cubes with an actual environment and enemies. #gamedev
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shadecore_dev @shadecore.bsky.social · 08/07/2025
Continuing to work on the weapons. I finally got rid of all the glitches caused by aiming at objects point-blank. Planning to add an SMG and a bolt-action rifle and then move on to implementing the enemy hordes into the world. #gamedev
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shadecore_dev @shadecore.bsky.social · 04/07/2025
Accurate hit registration I made for the multimesh. It uses a single skeleton and works well on any number on instances.
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shadecore_dev @shadecore.bsky.social · 01/07/2025
Working on a gun system. #gamedev
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shadecore_dev @shadecore.bsky.social · 28/06/2025
Trying to make a decent handgun model. #gamedev #3dmodel
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shadecore_dev @shadecore.bsky.social · 26/06/2025
I was remaking the title screen and decided to add a white beam. When leaving the game I saw a bug where the material color remained as it was during gameplay. It gave me an idea to read the time from the save file and set color intentionally and it worked perfectly. So bugs are not always bad.
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shadecore_dev @shadecore.bsky.social · 25/06/2025
Time to create a playable tech demo with some guns.
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shadecore_dev @shadecore.bsky.social · 25/06/2025
Doing some stress testing without multi-threading on pure GDscript. Gotta admit I underestimated Godot's performance. #godot #gamedev
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shadecore_dev @shadecore.bsky.social · 24/06/2025
Finally made an infinite terrain that doesn't run into floating point issues. #gamedev
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shadecore_dev @shadecore.bsky.social · 23/06/2025
I added the animation blending if anyone is interested.
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shadecore_dev @shadecore.bsky.social · 23/06/2025
Fixed a issue in the animation baker logic. Should be good now.
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shadecore_dev @shadecore.bsky.social · 22/06/2025
Blender just deleted an animation that I spent 2 hours on because I didn't enable "Fake User". Lovely.
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shadecore_dev @shadecore.bsky.social · 22/06/2025
Update on the vertex animation shader for Godot. I created an addon called AnimatedMultimeshInstance3D that does all the baking for you inside the editor. Link: gitlab.com/shadecoredev... #godot #gamedev
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shadecore_dev @shadecore.bsky.social · 21/06/2025
Sharing the vertex animation shader for Godot that I am working on and will use in my game. It allows to draw tens of thousands animated meshes with unique per instance animation in a single draw call. Shader: godotshaders.com/shader/verte... #godot #gamedev
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shadecore_dev @shadecore.bsky.social · 20/06/2025
Vertex animation with instancing is awesome. #gamedev
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shadecore_dev @shadecore.bsky.social · 17/06/2025
Day-night cycle and random daily cloudiness. #gamedev
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shadecore_dev @shadecore.bsky.social · 11/06/2025
Sharing the post-process shader for Godot that adds rain puddles with ripples and reflections. It's is available for free: godotshaders.com/shader/rain-... #gamedev #godot
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shadecore_dev @shadecore.bsky.social · 04/06/2025
A rain effect I'm working on. It's a post-processing shader that adds rain puddles on all horizontal surfaces and has screen space reflections with ripples. It turned out even better than I imagined. I'll share the shader code soon. #gamedev
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shadecore_dev @shadecore.bsky.social · 27/05/2025
Still working on environment objects for my game world. In the meantime, here is a procedurally generated skill tree system I made. Or should I say skill forest? #gamedev #indiegames
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shadecore_dev @shadecore.bsky.social · 29/04/2025
Wanted to share an update on the town generator. I finally have the buildings sitting on top of the terrain. I was also working on improving the foliage initialization to prevent freezes. #gamedev
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shadecore_dev @shadecore.bsky.social · 24/04/2025
Started experimenting with adding a height to the terrain and saw unexpected "blocky" results. Ended up on an adventure of digging source code, building engine from source, and writing a C++ GDExtension. All just to change a noise output from 8 bit float to 32. Was worth it though. #gamedev #godot
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shadecore_dev @shadecore.bsky.social · 22/04/2025
I made a grass shader for Godot that selects a texture from atlas, applies wind sway and has a trampling effect. The shader is available for free: godotshaders.com/shader/grass... #gamedev #godot
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shadecore_dev @shadecore.bsky.social · 21/04/2025
Each building generates its own static navigation mesh. Creating a static mesh for the whole world would have an extreme performance cost, so I made my own runtime navigation mesh baker. Here is the quick demo with the meshes displayed. #gamedev
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shadecore_dev @shadecore.bsky.social · 20/04/2025
Mostly figured out how to get the procedural town generator working in 3D. Also learning how paint the terrain at runtime. Going to look how to scatter some trees and brushes to make the land less barren. #gamedev
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shadecore_dev @shadecore.bsky.social · 19/04/2025
Procedural village layout generator I made in Godot using Delunay triangulation, MST and physics queries. I'm planning to use it to place roads and buildings in my game.
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shadecore_dev @shadecore.bsky.social · 19/04/2025
Some new enemies I'm working on for my game.
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