shadecore_dev @shadecore.bsky.social · 07/09/2026Added partitioning, LODs and ragdolls to my horde renderer. 4 million ghouls, 1 truck. #gamedev 1101
shadecore_dev @shadecore.bsky.social · 10/08/2026I 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 050
shadecore_dev @shadecore.bsky.social · 06/08/2026PvPvE 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 0112
shadecore_dev @shadecore.bsky.social · 20/10/2025I 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 0183
shadecore_dev @shadecore.bsky.social · 08/08/2025Nice. 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. 030
shadecore_dev @shadecore.bsky.social · 04/08/2025Made 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 0305
shadecore_dev @shadecore.bsky.social · 23/07/2025Got 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 0203
shadecore_dev @shadecore.bsky.social · 18/07/2025Just finished implementing support for per-instance oneshot animations in my vertex animation shader. Here I use it to play the attack animation. #gamedev 0445
shadecore_dev @shadecore.bsky.social · 16/07/2025Added greenery to that scorched empty wasteland landscape I had before. #gamedev 1123
shadecore_dev @shadecore.bsky.social · 13/07/2025Added 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 094
shadecore_dev @shadecore.bsky.social · 08/07/2025Continuing 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 0142
shadecore_dev @shadecore.bsky.social · 04/07/2025Accurate hit registration I made for the multimesh. It uses a single skeleton and works well on any number on instances. 010
shadecore_dev @shadecore.bsky.social · 28/06/2025Trying to make a decent handgun model. #gamedev #3dmodel 071
shadecore_dev @shadecore.bsky.social · 26/06/2025I 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. 020
shadecore_dev @shadecore.bsky.social · 25/06/2025Time to create a playable tech demo with some guns. 000
shadecore_dev @shadecore.bsky.social · 25/06/2025Doing some stress testing without multi-threading on pure GDscript. Gotta admit I underestimated Godot's performance. #godot #gamedev 2243
shadecore_dev @shadecore.bsky.social · 24/06/2025Finally made an infinite terrain that doesn't run into floating point issues. #gamedev 2364
shadecore_dev @shadecore.bsky.social · 23/06/2025I added the animation blending if anyone is interested. 000
shadecore_dev @shadecore.bsky.social · 23/06/2025Fixed a issue in the animation baker logic. Should be good now. 010
shadecore_dev @shadecore.bsky.social · 22/06/2025Blender just deleted an animation that I spent 2 hours on because I didn't enable "Fake User". Lovely. 120
shadecore_dev @shadecore.bsky.social · 22/06/2025Update 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 2499
shadecore_dev @shadecore.bsky.social · 21/06/2025Sharing 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 511913
shadecore_dev @shadecore.bsky.social · 20/06/2025Vertex animation with instancing is awesome. #gamedev 051
shadecore_dev @shadecore.bsky.social · 17/06/2025Day-night cycle and random daily cloudiness. #gamedev 051
shadecore_dev @shadecore.bsky.social · 11/06/2025Sharing 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 051
shadecore_dev @shadecore.bsky.social · 04/06/2025A 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 0261
shadecore_dev @shadecore.bsky.social · 27/05/2025Still 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 031
shadecore_dev @shadecore.bsky.social · 29/04/2025Wanted 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 031
shadecore_dev @shadecore.bsky.social · 24/04/2025Started 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 050
shadecore_dev @shadecore.bsky.social · 22/04/2025I 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 081
shadecore_dev @shadecore.bsky.social · 21/04/2025Each 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 151
shadecore_dev @shadecore.bsky.social · 20/04/2025Mostly 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 0214
shadecore_dev @shadecore.bsky.social · 19/04/2025Procedural 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. 031