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>>/ vera lux

@sine.fyi
2.7K followers 1.1K following 8.6K posts

>>/ chicago she/it 🏳️‍⚧️ ⛧ godot ⛧ c++ ⛧ quake mapping tools >>/ 8/4/2023 💖🖤🐱

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>>/ vera lux @sine.fyi · 12/05/2026
>>/ you know there's arguments for SceneTree::create_timer() and the second one process_always will not decrease the timer if the tree is paused right
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>>/ vera lux @sine.fyi · 20/11/2025
>>/ this rocks
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Reposted by >>/ vera lux
Seco @secordrian.bsky.social · 26/10/2025
#retro #godot #gamedev #indiedev #FPS #solodev #sci-fi Hoverbike in action
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>>/ vera lux @sine.fyi · 17/10/2025
>>/ Hello Again Blue Sky i'm just here to inform u i bleached half my hair a few weeks ago and now Back To My Lurker Hole
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>>/ vera lux @sine.fyi · 30/09/2025
>>/ for sure :) it's a good crowd youre gonna have a Great fuckin time and I know ur gonna kill it
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>>/ vera lux @sine.fyi · 30/09/2025
>>/ oh SHIT thats awesome i was already gonna be there b/c these events have been Super Fun but this is amazing i can't wait to say hi in person after all this time
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>>/ vera lux @sine.fyi · 20/09/2025
>>/ when i tell u Dolls Night gave me community the last 3 months... it's honestly the greatest shit to happen in my life in the last year. love u all v much. i'm somewhere in the back left window lmao
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>>/ vera lux @sine.fyi · 14/09/2025
>>/ thank you for playing and enjoying our game ❤️
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>>/ vera lux @sine.fyi · 06/09/2025
>>/ sweater weather is upon us
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>>/ vera lux @sine.fyi · 31/08/2025
>>/ it was like... VERY shortly after i got here, a few months maybe?
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>>/ vera lux @sine.fyi · 31/08/2025
>>/ i have come such a long way <3 it's been a little over two years of HRT and i wouldn't trade these two years for anything else. it saved my life.
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allsee @allsees.online · 13/08/2025
The train has left the station, and you're the one driving! EXPERIENCE TRAINSANITY TOMORROW @shovelinc.bsky.social @adc-ax.itch.io @sine.fyi
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allsee @allsees.online · 07/08/2025
TRAINSANITY me + @adc-ax.itch.io + @sine.fyi @shovelinc.bsky.social 🪏 AUG 14th
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Tim?! from BlueKeyGames!🙃 @bluekeygames.bsky.social · 07/08/2025
#func_godot 2025.8 for @godotengine.org is OUT! github.com/func-godot/f... @sine.fyi and I have been working on this for the past few months. While we didn't resolve everything we wanted to, we felt it was strong and stable enough for release. I'm really proud of what we pulled off on this one.
github.com
Release FuncGodot 2025.8 · func-godot/func_godot_plugin
Core Rewrite Overview: This update is a complete refactor of the core systems and build processes of FuncGodot. The goal of the Core Rewrite was to simplify the build process into something more ma...
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>>/ vera lux @sine.fyi · 10/07/2025
>>/ the store page for my short game WOOD for NOBODY ELSE is now live! check it out... store.steampowered.com/app/3849700/... #godot
store.steampowered.com
Wood for Nobody Else on Steam
Wood for Nobody Else is a physics-based wood chopping experience reflecting on hating your job and the dread of tomorrow. You have one week. Good luck.
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>>/ vera lux @sine.fyi · 01/07/2025
>>/ i get what's going on with smooth groups now-- only a few little changes left to take it from per-surface to per-mesh (as different textures are different surfaces in #godot) >>/ finally! the entire purpose of the refactor: per-entity phong shading.. coming soon :)
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>>/ vera lux @sine.fyi · 01/07/2025
>>/ i spent a little more time the last few days working on #func_godot again. we've got convex and concave collision shape generation working with the re-write, so only a few things are left to do -- phong & metadata for mapping concave collision shape faces to the mesh tris
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>>/ vera lux @sine.fyi · 27/06/2025
>>/ yoo yeah depending on the needs this might not be too crazy but a little more info would be great. dm me, love to talk
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Reposted by >>/ vera lux
Tim?! from BlueKeyGames!🙃 @bluekeygames.bsky.social · 26/06/2025
We can build VMFs in #func_godot now. Team effort between myself and @sine.fyi. I've been handling parsing and entity assembly, she's been working on all things geometry because she's smarter at this stuff than I am. Pretty soon you'll be able to use Hammer with @godotengine.org. #gamedev
J.A.C.K. Source engine map editor. It shows the default room upon creating a new map. It is saved as a VMF.The VMF from the previous screenshot has been built by FuncGodot in the Godot Engine.A section of Surface Tension from Half-Life, built from a decompiled VMF by FuncGodot in the Godot Engine.
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>>/ vera lux @sine.fyi · 26/06/2025
>>/ some of u really dont understand how open source software works, and that's fine, but i'm begging you to look into how the godot engine development *actually* happens and what the foundation *actually* does
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Rémi Verschelde @akien.bsky.social · 26/06/2025
Sponsors have absolutely zero influence over the project. They donate money with no strings attached, and in exchange they get a logo placement and a one time shoutout as a courtesy (if they want one). I do agree that it needs to be made more explicit as it's widely misinterpreted.
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Stein Makes Games @steinmakesgames.bsky.social · 26/06/2025
I think a lot of the ruckus is because people have varying expectation of the relationship between opensource software and sponsors, thinking that sponsor automatically means they have a seat in the control to poke the steering wheel, akin to shareholders. So clarity on it would be good.
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>>/ vera lux @sine.fyi · 19/06/2025
>>/ welcome to the fun world of low level graphics coding it's gonna be thet long and more often
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>>/ vera lux @sine.fyi · 19/06/2025
>>/ it also wasnt messy enough but i have since worked on that more
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>>/ vera lux @sine.fyi · 19/06/2025
>>/ It's not really feasible to do everything 100% branchless tbh
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>>/ vera lux @sine.fyi · 19/06/2025
>>/ it is now that i have installed Blackout Curtain
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>>/ vera lux @sine.fyi · 19/06/2025
>>/ Stencil buffer is awesome I cannot say it enough
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>>/ vera lux @sine.fyi · 19/06/2025
>>/ and callable.create is probably a little unwieldy here too
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>>/ vera lux @sine.fyi · 19/06/2025
>>/ it's just some defines which don't really cost much but if checks in gpu code are expensive
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>>/ vera lux @sine.fyi · 19/06/2025
>>/ pretty standard if a lil spartan
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>>/ vera lux @sine.fyi · 18/06/2025
>>/ by default things just behave more like a for-range loop in c++ en.cppreference.com/w/cpp/langua...
en.cppreference.com
Range-based for loop (since C++11) - cppreference.com
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>>/ vera lux @sine.fyi · 18/06/2025
>>/ for i in array.size():
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>>/ vera lux @sine.fyi · 17/06/2025
>>/ you won't be seeing this for every hit -- i'm just testing some smaller visual ideas while i go about replacing some of the old placeholder art and fill out a little more detail. don't worry, a lot of what you're worried about is all on the to-do list already!
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>>/ vera lux @sine.fyi · 16/06/2025
>>/ 🥳🎉🥳 terrible job, mate 🥳🎉🥳
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>>/ vera lux @sine.fyi · 13/06/2025
>>/ using my own apartment/bedroom as a reference for when you're not cutting logs for work. realizing i need more shit on the walls and furniture around here... #godot
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>>/ vera lux @sine.fyi · 12/06/2025
>>/ i can see where op is coming from, but i'm not sure i particularly agree that every documentation should cover programming fundamentals. that said, i certainly learned most of mine from the docs and the pages showing how to use each language keyword, so forth, and just reading a little bit daily
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>>/ vera lux @sine.fyi · 12/06/2025
>>/ y'all have seen other engine docs, right..... right?
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>>/ vera lux @sine.fyi · 12/06/2025
>>/ working on real time mesh slicing again #godot
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>>/ vera lux @sine.fyi · 08/06/2025
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>>/ vera lux @sine.fyi · 08/06/2025
>>/! yep! IN_SHADOW_PASS and Z_CLIP_SCALE are now available in shaders, and StandardMaterial3D includes options for it built in! i've converted over my weapon shaders to include the changes, which is pretty straightforward
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Sean @mantaray-games.bsky.social · 07/06/2025
Hey Bluesky, I’m currently building my game LUCID in the Godot Engine. Can’t wait to share more, hope you enjoy! #Godot #GodotEngine #Gamedev
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>>/ vera lux @sine.fyi · 04/06/2025
>>/ oh that's a much smarter approach for dev than what i thought at first, nice
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>>/ vera lux @sine.fyi · 04/06/2025
>>/ ah, picking up on the pr for runtime baking?
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>>/ vera lux @sine.fyi · 03/06/2025
>>/ oh yeah first person weapon shader just got added into 3D materials 🥳 no more dpuble viewport or depth squishing
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>>/ vera lux @sine.fyi · 03/06/2025
>>/ my game slamfire will also turn u red, but in a different way
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>>/ vera lux @sine.fyi · 02/06/2025
>>/ Huge win :) thats awesome
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>>/ vera lux @sine.fyi · 02/06/2025
>>/ happy pride month they turned me red
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>>/ vera lux @sine.fyi · 02/06/2025
>/ good luck on the first one back !! i hope its a good day for u
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Reposted by >>/ vera lux
jitspoe @jitspoe.bsky.social · 02/06/2025
Ooh, neat, a feature was just checked into Godot to allow for first person weapons that won't stick through walls and can have a different FOV: github.com/godotengine/... Wonder if I should make use of that or just keep my super scaled down first person character (Hey, it works!):
Screenshot of KOOK player in the Godot editor showing the player mesh about 1/3 the scale of a cultist mesh so it all fits within the collision shape and weapon meshes won't overlap walls.
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>>/ vera lux @sine.fyi · 31/05/2025
>>/ gave the shotgun a 40mm makeover and now it can also shoot grenades
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