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Posts by Rie

except when I wake up all the code I wrote in my dreams is gone ;_;

6 months ago 0 0 1 0

I'm a 10z programmer (sleeping)

6 months ago 1 0 1 0

hell yeah, can't wait!

6 months ago 0 0 0 0

Thanks! Yeah for general purpose Godot already exists and it's really good at that, no way I'm gonna beat it in that role.

̶j̶u̶s̶t̶ ̶w̶a̶i̶t̶ ̶u̶n̶t̶i̶l̶ ̶I̶ ̶r̶e̶w̶r̶i̶t̶e̶ ̶i̶t̶ ̶a̶ ̶t̶h̶i̶r̶d̶ ̶t̶i̶m̶e̶ ̶i̶n̶ ̶r̶u̶s̶t̶

6 months ago 1 0 0 0

My Godot game project is kind of on hold right now ^^' I'll either return to it in the future or port it to my own engine if it ever gets usable enough.

How is Spirebound going? 👀

6 months ago 2 0 1 0
Rie (@tracefree@mastodon.gamedev.place) Current design decisions for my game engine: - NOT a general purpose engine, it'll be tailored to the kind of games I want to make - Open source - C++23 - Vulkan 1.3 - SDL3 for windowing, input, file...

Hey! :D
Yeah I rewrote my engine from scratch 🥴 Slowly approaching the point I had previously been at, but with better (allegedly) architecture and more modern rendering paradigms. Also with a focus on a graphical editor from the start. More info here: mastodon.gamedev.place/@tracefree/1...

6 months ago 1 0 2 0
Screenshot of a 3D game engine editor. A character is A-posing. Some meshes of the model are selected in the scene tree and are surrounded by orange axis aligned bounding boxes. Her left eye is invisible because it's toggled off in the scene tree dock.

Screenshot of a 3D game engine editor. A character is A-posing. Some meshes of the model are selected in the scene tree and are surrounded by orange axis aligned bounding boxes. Her left eye is invisible because it's toggled off in the scene tree dock.

I've only been posting about this on Mastodon lately, but here's a quick update on my engine: Qt based editor with scene loading, grid shader, scene tree dock, AABBs (only shown on selected nodes)

6 months ago 6 0 1 0
Female character A-posing. Left side show flat albedo colors, right side the normal vectors interpreted as colors. A UI panel contains the scene tree of all the nodes, each can be toggled to be shown/hidden and the local position can be entered.

Female character A-posing. Left side show flat albedo colors, right side the normal vectors interpreted as colors. A UI panel contains the scene tree of all the nodes, each can be toggled to be shown/hidden and the local position can be entered.

Rewriting my game engine from scratch right now, this time using the bindless paradigm. Not sure I'm doing it as intended but so far it works!

8 months ago 9 0 0 0
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oh noe 🥲

11 months ago 1 0 1 0

I know, I just lack the ability to not comment on a post about my favorite engine and my favorite game ^^

11 months ago 1 0 1 0

(hoping a AAA studio picks up Godot and just contributes those missing features)

11 months ago 1 0 1 0

I love Godot immensely, but it doesn't have asset streaming yet which afaik limits it for massive open worlds :P And also no good global illumination option, raytracing, etc (not that those are necessary of course, just playing devil's advocate)

11 months ago 1 0 2 0

I've met lots of people who play and/or develop games who didn't even know Skyrim 🫠

11 months ago 0 0 0 0

Specifically about how you managed to integrate the esm/esp file format into UE5. Did you edit levels inside the engine? Did you make a custom editor? Was there no need to modify the original esm?

11 months ago 2 0 0 0

Is anyone who worked on #OblivionRemastered here on Bluesky? I'm super curious about some technical questions! :D

11 months ago 1 0 1 0

It's not fun or interesting or anything, really just a tech demo to get experience releasing cross-platform software built with C++. Binary release will follow once I figure out how to make it run on machines that aren't my own.

1 year ago 1 0 0 0
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GitHub - tracefree/prosper_sample Contribute to tracefree/prosper_sample development by creating an account on GitHub.

I just released a tiny "game" using my custom engine! Source only for now, if anyone feels bored enough to want to compile it please let me know if it works :P

Collect 7 krapfens in the Sponza scene, each one increasing your jump height.

github.com/tracefree/pr...

1 year ago 3 0 1 0
Video

Lost For Swords ⚔️ is my love letter to roguelikes and card games. To deckbuilders and dungeon crawlers. To strategy and tactics. It is Slay The Spire meets Into The Breach with a pinch of Diablo 2.
If any of that resonates with you ➡️ it's out on Steam now!!!💖

store.steampowered.com/app/2638050/...

1 year ago 56 20 4 5
Video

Please help a friend out with his Master's thesis by playing his #Godot game! It collects anonymized data about your play style (which is shown to you before uploaded). It takes about 10 minutes and you need both KB+mouse and a gamepad

Windows 1drv.ms/u/c/9d53ca46...

Linux 1drv.ms/u/c/9d53ca46...

1 year ago 5 0 0 0
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From the gamedev community on Reddit Explore this post and more from the gamedev community

Hello world,

My first contribution on this network is a reminder that a Guild War's Audio Programmer posted a very very VERY useful comment about positional audio on third-person games:

www.reddit.com/r/gamedev/co...

1 year ago 7 2 0 0
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Godot's import process and you - Part 1: Peeking behind the scenes Ever wondered what's up with all these .import files? Answers to questions you didn't know you had.

New blog post! Part one of a series in which I explore Godot's import process - what it is, why it's necessary, how it works, and how to customize it.

rie.codeberg.page/blog/asset_i...

#Godot #GodotEngine #GameDev

1 year ago 11 1 0 0
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Script templates and abstract classes in GDScript Showcasing a relatively unknown Godot feature and how I utilize it in Pure Gauge.

New blog post: Shedding some light on a #Godot feature you may have missed: script templates! Also: abstract classes and how I use them for my in-game developer's console.

rie.codeberg.page/blog/script_...

1 year ago 5 0 0 0

Huh, I don't know where that did came from - must have jumbled something up when I added the comments. Fixed now, thanks for pointing it out!

1 year ago 2 0 0 0
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Yup! The UX for doing so inside Blender is not the greatest yet, but I hope to improve on that in the future (possibly with a Blender addon)

1 year ago 1 0 0 0
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Worlanwv by Rie The world has ended, and it will end again - unless you can finish your art project?

Also playable (allegedly) in the browser, though with slightly worse graphics, on itch: tracefree.itch.io/worlanwv

1 year ago 1 0 0 0
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GitHub - tracefree/Worlanwv: Puzzle walking sim made with Bevy Puzzle walking sim made with Bevy. Contribute to tracefree/Worlanwv development by creating an account on GitHub.

Yesterday I finally updated the readme and added a license to Worlanwv, a tiny walking simulator with light puzzle elements I made last year for the #Bevy game jam.

I really enjoyed working with Bevy and keep watching its progress, looking forward to the next jam!

github.com/tracefree/Wo...

1 year ago 3 1 1 0
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Example script for adding extra animation data based on GLTF custom attributes added in Blender when importing into Godot using GLTFDocumentExtension Example script for adding extra animation data based on GLTF custom attributes added in Blender when importing into Godot using GLTFDocumentExtension - gltf_animation_annotation.gd

GLTFDocumentExtension in #Godot is extremely powerful for fully customizing the import process, but not well known and a bit tricky to figure out at first. Here's how I use it to annotate my attack animations with custom data added in Blender:

gist.github.com/tracefree/6a...

1 year ago 33 3 2 0

Will share more as I learn.
Also @passivestar.bsky.social 's amazing guide to baking light in Godot is a must-read and has great tips: passivestar.xyz/posts/how-to...

1 year ago 3 1 0 0

Ah, good to know, thanks for the input! I haven't used reflection probes at all yet. And in some scenes I have strange visual glitches with metallic materials, I'll try disabling directional to see if that's the cause 🤔

1 year ago 1 0 1 0

Thanks for reading, please let me know if you know of any other lightmap tips or quirks in #Godot that you had to learn the hard way!

1 year ago 3 0 1 0