Sign in

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

PostsRepliesMedia
shadecore_dev @shadecore.bsky.social · 23/09/2026
Animated multimesh is a small part of the prototype at this point. I will likely share the whole game prototype under some open-source license as I'm working on it. There's a lot of stuff to work on like flow field AI and multiplayer, so I plan to release the code sooner rather than later.
120
shadecore_dev @shadecore.bsky.social · 07/09/2026
Added partitioning, LODs and ragdolls to my horde renderer. 4 million ghouls, 1 truck. #gamedev
1101
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
050
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
0112
shadecore_dev @shadecore.bsky.social · 13/03/2026
Lag caused by looking down may have something to do with the amount of pixels that get processed with SSR. When looking into horizon, half of the pixels get discarded There can be a check added to get the angle of camera looking down and discard the pixels that are under some pitch angle threshold.
110
shadecore_dev @shadecore.bsky.social · 13/03/2026
I'm glad you liked it. It's terrible performance-wise. I'm sure there are a ton of improvements that can be made for it. But I got sidetracked into VAT (zombie hordes) and then into general Godot dev. It would be awesome if someone could pick up the rain postprocess and made it more performant.
011
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
0183
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.
030
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
0305
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
0203
shadecore_dev @shadecore.bsky.social · 20/07/2025
I think it's Bluesky issue. All uploaded videos get extremely compressed and lose all quality. One workaround I found is using static scenery and only showing one or a couple objects moving. The compression is less aggressive with static background.
120
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
0445
shadecore_dev @shadecore.bsky.social · 16/07/2025
Added greenery to that scorched empty wasteland landscape I had before. #gamedev
1123
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
094
shadecore_dev @shadecore.bsky.social · 11/07/2025
My guess is the "forgiving" part of the game resulted in some players not fully appreciating the combinatorics of the game. Some players just didn't progress to the challenging part which resulted in an impression of a little game. Or it could also mean a compliment to the art/music/gameplay.
000
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
0142
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.
010
shadecore_dev @shadecore.bsky.social · 01/07/2025
Working on a gun system. #gamedev
0122
shadecore_dev @shadecore.bsky.social · 28/06/2025
Trying to make a decent handgun model. #gamedev #3dmodel
071
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.
020
shadecore_dev @shadecore.bsky.social · 25/06/2025
Time to create a playable tech demo with some guns.
000
shadecore_dev @shadecore.bsky.social · 25/06/2025
Each instance consists of 3 nodes (Node3D, Area3D and CollisionShape3D), resulting in 300k total moving nodes in the scene. I was sure the CPU will bottleneck, but surprisingly the dynamic shadows started being an issue.
000
shadecore_dev @shadecore.bsky.social · 25/06/2025
100k moving objects was too much for video compression, RIP.
010
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
2243
shadecore_dev @shadecore.bsky.social · 24/06/2025
Yeah, now that I look at it, it's weird. I didn't have time to make a proper demo scene. Here's a better demo someone made that has the exact same effect applied. www.reddit.com/r/godot/comm...
010
shadecore_dev @shadecore.bsky.social · 24/06/2025
Finally made an infinite terrain that doesn't run into floating point issues. #gamedev
2364
shadecore_dev @shadecore.bsky.social · 23/06/2025
I added the animation blending if anyone is interested.
000
shadecore_dev @shadecore.bsky.social · 23/06/2025
Fixed a issue in the animation baker logic. Should be good now.
010
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.
120
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
2499
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
511913
shadecore_dev @shadecore.bsky.social · 20/06/2025
Vertex animation with instancing is awesome. #gamedev
051
shadecore_dev @shadecore.bsky.social · 17/06/2025
Day-night cycle and random daily cloudiness. #gamedev
051
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
051
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
0261
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
031
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
031
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
050
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
081
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
151
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
0214
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.
031
shadecore_dev @shadecore.bsky.social · 19/04/2025
000
shadecore_dev @shadecore.bsky.social · 19/04/2025
100
shadecore_dev @shadecore.bsky.social · 19/04/2025
Some new enemies I'm working on for my game.
110
shadecore_dev @shadecore.bsky.social · 14/02/2025
Very clean animation for such low poly count. Great job!
000