terrehbyte 🚃🔍 @terrehbyte.com · 06/09/2026making an interactive vignette control that plays nice in-editor + uses the existing ColorRect color property was way simpler than I thought #Godot #GameDev 173
terrehbyte 🚃🔍 @terrehbyte.com · 05/07/2026Reppin' my favorite as Zhu Yuan at #ZenlessZoneZeroAX #zzzero 000
terrehbyte 🚃🔍 @terrehbyte.com · 03/07/2026ZZZ MY BELOVEDDD I AM HERE as Snap!! (w/ @hoshipichu.bsky.social) #ZenlessZoneZeroAX #zzzero 120
terrehbyte 🚃🔍 @terrehbyte.com · 02/07/2026Snap and Evelyn still looking for Astra but got some free tea haha 🍵 (w/ @hoshipichu.bsky.social ) #SandronesTeaParty #GenshinLunaVIII #Cosplay 120
terrehbyte 🚃🔍 @terrehbyte.com · 09/06/2026AIE Seattle is hosting its 2026 Graduate Showcase next week: Wed, June 17th, from 4pm to 7pm PDT. Stop by when if/when you can to give feedback and share your expertise. Let me if I haven't already invited you if you're interested! (In-person only, unfortunately) 132
terrehbyte 🚃🔍 @terrehbyte.com · 15/03/2026All that time in UE has really trained me to miss having an Arrow Component when working in Godot, so naturally I had to have one haha (I was trying to debug AI shoot direction...) 000
terrehbyte 🚃🔍 @terrehbyte.com · 17/01/2026is it bad that I initially thought of tableau (i saw the four panels on second glance lol) 010
terrehbyte 🚃🔍 @terrehbyte.com · 02/01/2026Cute art! Reminded me of the metal upa from Steins;Gate. 240
terrehbyte 🚃🔍 @terrehbyte.com · 28/11/2025HUUUUGE Congrats to the AIE grads who worked on License to Grill!! It just hit 50 Reviews and is still "Very Positive"! I'm immensely thankful of the team's support and proud of their work. Happy to see that one of our first capstone projects to hit Steam under our AIE account is doing well. 150
terrehbyte 🚃🔍 @terrehbyte.com · 28/11/2025Feeling spoiled as always w/ having access to a Command Palette / "Search for a Command" thing ✨ I never really know where a setting lives (or care if it has moved) as long as I know roughly what it's called haha 020
terrehbyte 🚃🔍 @terrehbyte.com · 17/11/2025Not where I expected to find an answer on this, but so glad you're sharing this, thank you! Worked like a charm. It was also ridiculous that it had a big "NEW" badge that also didn't go away even if you tried searching something to remove its "newness". 110
terrehbyte 🚃🔍 @terrehbyte.com · 17/11/2025Blinking is handled via a OneShot node which can re-trigger itself after being played once, allowing it to play every 2-10 seconds, which differs after each time it occurs. (random_delay was turned off in the prior clip) 020
terrehbyte 🚃🔍 @terrehbyte.com · 17/11/2025Blinking is done by also additively animating the eyelid controls, allowing them to work with *most* of the facial expressions. This doesn't quite work with expressions that DO drive the eyelids, so they're excluded for now... 120
terrehbyte 🚃🔍 @terrehbyte.com · 17/11/2025The animation tree now additively applies facial animations on top of bodily movement animations. Characters can switch between neutral, happy, and sad expressions. #GameDev #Godot 1245
terrehbyte 🚃🔍 @terrehbyte.com · 17/11/2025Been busy these past few weeks but slow to post updates! Added a little gap to allow walking between the "shooting" and "target" portions of the range + integrated Godot's NavigationRegion3D. Characters can *optionally* use the NavigationAgent3D they have to navigate (or just run directly!) 010
terrehbyte 🚃🔍 @terrehbyte.com · 16/11/2025Finally threw together a dark theme for my gamedev blog to respect the viewer's color preferences! Decided to switch on a "data-theme" attribute applied to the <body> element. terrehbyte.com No override toggle yet. Working on web stuff hurts my soul... 170
terrehbyte 🚃🔍 @terrehbyte.com · 11/11/2025Went to Little Ting's Dumplings a while back and had loved every bite~ Hope you get some good eats (and rest) for your birthday!! 110
terrehbyte 🚃🔍 @terrehbyte.com · 19/10/2025"Manni" can now run around after taking damage and jumping on each hit. It's now using the same character movement logic, but is driven by its own controller + reacts to game events like damage. (pls excuse the jank hitboxes; 2lazy2tweak) #ScreenshotSaturday #Godot #GameDev 0202
terrehbyte 🚃🔍 @terrehbyte.com · 19/10/2025Friendly reminder to always be hittin' CTRL+S since you never know when your GPU driver will crash out haha Popping in and out of play mode in Godot always seems to invite some trouble (but I did save beforehand 👍👍) #GameDev #Godot 151
terrehbyte 🚃🔍 @terrehbyte.com · 17/10/2025I thought the same n' looked for a "current_playback_ratio"-esque thing, but didn't see it at a glance. I am changing the adv exp base node which complicates things... but your reply got me thinking on a "common anim utils" node that can be resolved at design/run-time by different nodes. Ty! 💖 100
terrehbyte 🚃🔍 @terrehbyte.com · 17/10/2025Surprised to find that Godot's Animation State Machines don't allow for more than one transition from A to B, so I'm resorting to a dummy node that can be transitioned to immediately 220
terrehbyte 🚃🔍 @terrehbyte.com · 03/10/2025note that the BASIC CUBE is NOT a nanite mesh, so nanite tessellation won't work on it. export it out and bring it back in with nanite if you must try it out on it (or modify the engine cube... but that will affect other projects) (also TIL that the default cube is 8 tris per side, not 2 tris lol) 010
terrehbyte 🚃🔍 @terrehbyte.com · 03/10/2025On the Material: Enable Tessellation and the "Displacement" input on the main material node should appear, which is able to displace the virtual geometry created by Nanite. World Position Offset (WPO) appears to only operate on the geometry as imported. 120
terrehbyte 🚃🔍 @terrehbyte.com · 03/10/2025Toying with Nanite Tessellation in UE5.4.4. Definitely a lil' more work to enable than the "Nanite for Artists" talk would had me thinking haha 😅 Always fun to get student questions on systems I'm not super familiar with. Lots of exploration/suffering to be had! 130
terrehbyte 🚃🔍 @terrehbyte.com · 21/09/2025The show felt so short but it was at least packed fuuuuuuull of fun moments! The girls, the stage, the songs n' singing were definitely next level (as expected) for a big milestone like this. Looking forward to seeing what these three continue to be up to in the future~! 💜❤️🧡 000
terrehbyte 🚃🔍 @terrehbyte.com · 21/09/2025Aaaaand the awards are as follows: Takanashi Kiara - Most Meals Cooked Ninomae Ina'nis - Most Time Spent on the Floor Award Mori Calliope - Best Worst Luck Award 110
terrehbyte 🚃🔍 @terrehbyte.com · 21/09/2025It's time for THE SONG!! Fortune Spinner! It's so fun to listennn (but also gets me feelin' things cuz last year's was fun too...) 100
terrehbyte 🚃🔍 @terrehbyte.com · 21/09/2025My girlies! Five years of Myth!! 🥹 #MYTH5YEAR (and #MYTH5EVER!!) I miss seeing Goobah and Ameeee (my oshiii 🔎) on stage too... but I love n' support Wawa, Calli, and Ina too! ❤️🧡💜💙💛 #Hololive 140
terrehbyte 🚃🔍 @terrehbyte.com · 15/09/2025This took longer than I expected since I codified some assumptions that held true for my "can_step_check" function, but had extra stuff that didn't apply to this. I ended up writing a new move test that accepts multiple poses like before, but clips movements based on obstacles along the way. 100
terrehbyte 🚃🔍 @terrehbyte.com · 15/09/2025An "unsmoothed" version of it is now implemented on my character, allowing them to jump onto things that are within a configurable height delta while mid-air. It's limited to phys objects for now, but that's configurable. The threshold is *really* high here for exaggeration + debugging. 100
terrehbyte 🚃🔍 @terrehbyte.com · 15/09/2025Spent this weekend rewriting my prototype "mounting" system into something more consistent. It was originally like a "REALLY BIG STEP" that could only occur on phys objects (while jumping) but wasn't reliable. I originally saw it in HL2 while testing other stuff.. #ScreenshotSaturday #GodotEngine 2110
terrehbyte 🚃🔍 @terrehbyte.com · 14/09/2025Bluesky bookmarks are indeed tallied up! It's not displayed next to the actual icon, but is shown when directly viewing a post (just not from the feed). I was doing both because some pay close attention to their metrics, but I think I can now use like and save for different things. ❤️ 010
terrehbyte 🚃🔍 @terrehbyte.com · 13/09/2025fwiw it does focus on Trailblazer Eidolons, which I do use! My Harmony MC and Remembrance MC for my Firefly and THerta teams are a huge help, so I appreciate that they've got a place on my teams, though you are limited to one MC... 020
terrehbyte 🚃🔍 @terrehbyte.com · 13/09/2025Google hitting me with the secret tips on "WINNING in STAR RAIL": getting more EIDOLONS lol 120
terrehbyte 🚃🔍 @terrehbyte.com · 01/09/2025Good-bye cosplans, hello Godot again! Back at it~ 1. Crosshair changes to red under enemies 2. Enemies have limbs 3. Hit markers (RED for crits) 4. Hit sounds (different for crits) 5. Automatic blaster 6. Weapon shake (cuz I ain't an animator) #GameDev #Godot #ScreenshotSaturday (but Sunday oops) 0142
terrehbyte 🚃🔍 @terrehbyte.com · 07/08/2025I knew keeping that old mouse for spare parts would come in handy some day 😋 (broke the little stem that joins the scrollwheel to the encoder AGAIN so I took it from an old one) 110
terrehbyte 🚃🔍 @terrehbyte.com · 07/08/2025E.Y.E.: Divine Cybermancy (keep an eye on gamescom next week...?) 000
terrehbyte 🚃🔍 @terrehbyte.com · 10/06/2025My integrated terminal setup seems to break every so often, but the new "Reworked 2025" terminal engine seems to play nicely with the latest recommendation from MSYS2. Passing it the script with the appropriate CLI switches seems to start a working session that integrates with the IDE. ✌️ 000
terrehbyte 🚃🔍 @terrehbyte.com · 01/06/2025Finally got around to listing a few more notable projects on my website from the past few years! Proud to see my hands haven't been idle. But still no blog post... 👉👈 010
terrehbyte 🚃🔍 @terrehbyte.com · 28/04/2025Double-checked: my deck is still safe n' sound in its case. Thanks for the reminder! 👍 010
terrehbyte 🚃🔍 @terrehbyte.com · 28/04/2025Not a huge Fall Guys / Bangboo Bash fan but figured it'd be easier to max out rank sooner than later! Getting those last few Ether Carrot points got my hands sweatyyy 💦 I got a lot better at Last Boo Standing than I would've liked (even though I like playing Race more) #ZenlessZoneZero 010
terrehbyte 🚃🔍 @terrehbyte.com · 09/03/2025Tyty~ I have toyed around w/ standing on a box and blasting off on it, riding it into the void. This fog is also the Silent Hill-like depth fog, which is relatively cheap to render, but Godot does support volumetric fog in its Environment by default. I've included a brief comparison: 110
terrehbyte 🚃🔍 @terrehbyte.com · 09/03/2025The Star Rod does shoot, btw. ✨ Each pewpew applies damage if the collider implements the damage interface, otherwise it applies a small impulse if it's just a simple RigidBody3D object. #Godot #GameDev #ScreenshotSaturday 0124
terrehbyte 🚃🔍 @terrehbyte.com · 09/03/2025I used to disable or at least tweak my weapon FOV when I played TF2, so made sure to make that an option on my player script. 110
terrehbyte 🚃🔍 @terrehbyte.com · 09/03/2025Weapon viewmodel now uses a custom shader to bump its depth value to try to minimize clipping into the game environment. This keeps everything in a single camera (no addl' viewports) so other screen-space stuff should apply just fine as usual~ #Godot #GameDev #ScreenshotSaturday 2305
terrehbyte 🚃🔍 @terrehbyte.com · 09/03/2025My "fake physics" was re-written to be more consistent and work with objects that use "continuous_cd". We can push, be pushed, or both when colliding with rigidbodies. #Godot #GameDev #ScreenshotSaturday 1145
terrehbyte 🚃🔍 @terrehbyte.com · 09/03/2025The motor now switches to "mid-air" when its vertical velocity is too high, allowing you to launch yourself instead of sticking to the platform with infinite forces. This is also *relative* to the platform; no launching off of elevators moving as fast you. #Godot #GameDev #ScreenshotSaturday 2276