>>/ vera lux
@sine.fyi
>>/ chicago she/it 🏳️⚧️ ⛧ godot ⛧ c++ ⛧ quake mapping tools >>/ 8/4/2023 💖🖤🐱
>>/ 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
>>/ 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
One Hundred And Fifty Girls! one year from the start
>>/ 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.
The train has left the station, and you're the one driving! EXPERIENCE TRAINSANITY TOMORROW @shovelinc.bsky.social @adc-ax.itch.io @sine.fyi
#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.
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...
github.com
>>/ the store page for my short game WOOD for NOBODY ELSE is now live! check it out... store.steampowered.com/app/3849700/... #godot
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.
store.steampowered.com
>>/ 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 :)
>>/ 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
>>/ 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
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
>>/ 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
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.
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.
>>/ 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
>>/ y'all have seen other engine docs, right..... right?
godot engine really is kino its crazy that this is just a free software anyone can dl, I think the only downside is that as an open source engine its really only concerned with people who know how to program already there's not a lot of non technical documentation or tutorials out there lmao
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
>>/ oh yeah first person weapon shader just got added into 3D materials 🥳 no more dpuble viewport or depth squishing
Brrr… 🧊 Do you feel that? That’s the cold front of the #GodotEngine 4.5 feature freeze (beta) just around the corner. We still have some days to wrap up new features, and this new dev snapshot is fire 🔥 visionOS support, shader baker, WebAssembly SIMD, and more! godotengine.org/article/dev-...
>>/ my game slamfire will also turn u red, but in a different way
>>/ happy pride month they turned me red
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!):
>>/ gave the shotgun a 40mm makeover and now it can also shoot grenades
>>/ implemented a dynamic crosshair today alongside bringing back weapons proper
>>/ there's never a better time to try #godot than today! don't want to pick up GDscript, coming from somewhere else? good news: C# and C++ are also really straightforward to set up out of the box, and the community offers support for rust and more :)
you know what? Fuck it. I can deal with learning Gdscript. I don't need a multimillion dollar company decide I'm somehow fleecing them. I'm done with Unity.
>>/ working some more on func_godot tonight -- tim's been cleaning up the map data parser (we're hoping for some lovely new feature support, and this is going to make it a lot easier in the future!). so far, i've been able to gut out a ton of legacy code, feels great to rip out all the crust!