Vincent @vincentproject.bsky.social · 01/08/2026just realized the video doesn't actually show off the new chunk creation thing lol here's a quick demonstration that just fills the entire chunk with a white bg when drawn in 000
Vincent @vincentproject.bsky.social · 01/08/2026been quietly doing a bit of technical work the past few days Vincent will no longer create and render canvas chunks that are already known to be completely invisible. instead, they're created on the fly as needed. 121
Vincent @vincentproject.bsky.social · 28/07/2026funny thing i just realized to use hex color codes, i just take the current text and pipe it directly into Godot's Color.from_string() method. while this does accept hex codes, i didn't realize it also accepts *named* colors. so doing something like this is considered completely valid input LOL 272
Vincent @vincentproject.bsky.social · 28/07/2026i decided to rearrange a bunch of things in this panel. kinda realized it felt really cramped, especially if you were using the minimum sidebar width. also dont need to switch modes to tweak the alpha channel anymore 🙌 032
Vincent @vincentproject.bsky.social · 27/07/2026man. as unfinished as this is, it's so satisfying seeing just how far Vincent has come. there's still a lot to do, but i'm incredibly proud of what i have already. :) 132
Vincent @vincentproject.bsky.social · 26/07/2026jackie's slow descent into misery perfectly documented by screen recordings 011
Vincent @vincentproject.bsky.social · 26/07/2026color sliders are working!! #dev #godot #godotengine 283
Vincent @vincentproject.bsky.social · 25/07/2026ohhh here's a fun thing i don't think i've shown off publicly yet this is some "concept art" of Vincent i made years ago when i was first dreaming up this project! 131
Vincent @vincentproject.bsky.social · 25/07/2026*very* work-in-progress sneak peek at the colors panel :) 020
Vincent @vincentproject.bsky.social · 23/07/2026alright last update for tonight i threw together some really basic pencil and eraser tools :) #dev #godot #godotengine 042
Vincent @vincentproject.bsky.social · 23/07/2026splitting the canvas into chunks might just be the best thing i've done for this project by far. the performance difference is absolutely *staggering* #dev #godot #godotengine 283
Vincent @vincentproject.bsky.social · 18/07/2026*almost* got paintbrush back to working order again. main issue remaining is that it only works in one chunk per movement update, which results in these visible gaps. 121
Vincent @vincentproject.bsky.social · 18/07/2026this is another stress test i set up, assigning random colors to every individual pixel while actively drawing within a given chunk. (minor flashing colors warning) 110
Vincent @vincentproject.bsky.social · 18/07/2026here's a screenshot from a stress test i set up the other day, with each chunk given it's own random color. with a chunk size of 256 at the max canvas size of 16384x16384, that gives us 4096 chunks. 110
Vincent @vincentproject.bsky.social · 17/07/2026currently working on a canvas chunks system to provide significantly better drawing performance. i'm like 90% of the way there, i just need to get the paintbrush tool to correctly interpolate mouse inputs *between* chunks. otherwise you get these wild lines going absolutely everywhere lmao 121
Vincent @vincentproject.bsky.social · 12/07/2026Also fun fact, panels are utilizing the plug-in system internally, just like tools :) 110
Vincent @vincentproject.bsky.social · 12/07/2026Spent most of today grinding away at more core systems. Vincent now has (partially) working modular sidebar panels :] Not really much I can show off since it's largely underlying code stuff, but since it's not quite finished, that does mean the UI is *slightly* messed up atm. 110
Vincent @vincentproject.bsky.social · 10/07/2026I've now opted for RGBA16 instead. 16-bit color provides a result that, as far I can tell, is visually indistinguishable from 32-bit, without using nearly as much VRAM, and is therefore significantly faster to transfer from GPU to CPU. 100
Vincent @vincentproject.bsky.social · 10/07/2026Vincent isn't intended to compete with the likes of GIMP or Photoshop, so I figured this would be perfectly fine for the vast majority of users. However, I've found that this actually results in noticeable degradation in brush stamping quality, especially in the alpha channel. 100
Vincent @vincentproject.bsky.social · 07/07/2026Man, I wish I'd looked into the whole RenderingDevice thing sooner. The performance of this ABSOLUTELY blows the SubViewport method out of the water. #godot #godotengine #dev 161
Vincent @vincentproject.bsky.social · 07/07/2026fun 1-liners to absolutely nuke your system memory 000
Vincent @vincentproject.bsky.social · 07/07/2026have this weird effect i managed to create with a shader by complete accident 011
Vincent @vincentproject.bsky.social · 06/07/2026that's it that's the one. FINALLY my god i cannot believe how difficult it was to find this equation. this should've been like 3 minutes of googling, not *3+ hours* 220
Vincent @vincentproject.bsky.social · 05/07/2026Finally back in the saddle again after like... what, 2 months? 💀 Trying to ease myself back into development with something relatively simple (which I was also trying to work on before quietly going on hiatus): Localization support! #godot #godotengine #dev 263
Vincent @vincentproject.bsky.social · 30/04/2026Bonus: Autofit now actually fits the canvas to your screen as intended. Even when the canvas is rotated! 121
Vincent @vincentproject.bsky.social · 30/04/2026Zooming towards a point on the canvas is now working :) By default, it uses the center of the viewport, and when using scrollwheel zoom, it'll use the current pointer position. This needed a lot of really annoying math to get working properly LOL #godot #godotengine #dev 161
Vincent @vincentproject.bsky.social · 29/04/2026Currently exploring the idea of font options in Vincent. I've become quite a fan of hyperlegible fonts in recent years, and it's even something I'm planning to use on my new website. Wondering if it could also be used in a desktop application like this... Thoughts? 121
Vincent @vincentproject.bsky.social · 24/04/2026Small-ish update, more relevant to fellow developers: Vincent now has a (mostly) functional plug-in system :) For those interested, developer docs will be available once Vincent is closer to release. #godot #godotengine #dev 272
Vincent @vincentproject.bsky.social · 20/04/2026Oh!!!! Also a lil "About" dialog, which can be accessed from the help menu. 110
Vincent @vincentproject.bsky.social · 24/01/2026Lastly, a smaller thing I cooked up while messing with Godot's material shaders. You now have an option to view individual color channels. (8/9) 120
Vincent @vincentproject.bsky.social · 24/01/2026Canvas manipulation is mostly working! Changes to zoom and rotation are currently only done relative to the canvas rather than the viewport, which makes them a bit jarring to use for now. Image filtering also changes automatically when zooming in, which means Vincent is pixel art ready. (7/9) 110
Vincent @vincentproject.bsky.social · 24/01/2026Today, I've finally reached one of the first major milestones. Ladies and gentlemen, I present to you: The very first image created and exported from Vincent! (4/9) 120
Vincent @vincentproject.bsky.social · 24/01/2026I've gotten back into working on this thing just a few days ago, and I have a handful of updates for you all :) First, here's the current state of the UI: (2/9) 120
Vincent @vincentproject.bsky.social · 28/07/2025Smaller thing, but today I also threw in keyboard shortcuts and icons for the menu buttons! 111
Vincent @vincentproject.bsky.social · 28/07/2025Today I implemented project tab reordering :) #godot #godotengine #dev 111
Vincent @vincentproject.bsky.social · 25/07/2025Current state of Vincent as of July 24. The Godot rewrite is going really well :) User-facing functionality is still very minimal at the moment, but regardless. Coming from Electron, this is truly a night and day difference in ease of development. #godot #godotengine 131