Some more work on the spooky spider cave.
#indiedev #gamedev #godot #rpg #trenchbroom #func_godot #world_building
All games need a spider cave... right?
#indiedev #gamedev #godot #rpg #trenchbroom #func_godot #world_building
Think I ran out of nails for this ramshackle scaffolding... I'll have to run to the hardware store tomorrow to continue work (or just get a solid night sleep! π)
#indiedev #gamedev #godot #rpg #trenchbroom #func_godot #world_building
Playing around in the world building mode and then I wanted a drawbridge... had to go back to the drawing board π
#indiedev #gamedev #godot #rpg #trenchbroom #func_godot
Beginnings of building more atmosphere with textures and lighting #godot #gamedev #func_godot
A new #func_godot tutorial popped up, this time showing how to use it with Hammer++!
www.youtube.com/watch?v=gy2B...
Theyβre talking about the free and open source Quake and Half-Life map to scene #GodotEngine plug-in #func_godot which you can get here:
github.com/func-godot/f...
(and Iβm not kidding)
Dungeon crawling vNext, starting to look more like a game thanks to the wonderful textures of @strideh.bsky.social #godot #gamedev #trenchbroom #func_godot
#func_godot 2025.8.2 for #GodotEngine is out! Fixes tangents, clip, many more bugs while switching up the mesh generation to be more accurate + performant.
github.com/func-godot/f...
Just put out a #func_godot hot fix! Pretty important fixes! Sorry about that!
But hey, lets me keep talking about this #GodotEngine addon that allows you to build #Quake maps and #HalfLife vmfs!
github.com/func-godot/f...
#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.
Solid Entities no longer smooth meshes on a per brush basis but rather the entire mesh per entity. Mesh on the left has been smoothed, mesh on the right has not.
Finally, the longest most requested fix is finally fixed: full mesh smoothing. Major major major props to @sine.fyi for her incredible work on the new Geometry Generator for #func_godot for @godotengine.org.
Still needs stress testing, but we're close to a new release. Pretty excited about this.
did a #func_godot
>>/ 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
Real dungeon crawling now! Added very basic random turn based battles #godot #gamedev #func_godot #trenchbroom #dialogic
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.
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
Dungeon crawling III #godot #gamedev #func_godot #trenchbroom first func_godot entity (door)
Dungeon crawling II #godot #gamedev #func_godot #trenchbroom
a screenshot of my ai test map in the trenchbroom map editor
a screenshot of the same level, now imported into the godot editor
huge props to func_godot (github.com/func-godot) which has dramatically improved my drive for working on anything 3d in godot. Works like absolute magic and the discord community are very helpful π
#func_godot #trenchbroom
new game dropped yusdacra.itch.io/lightfelt (there is little to no gameplay but i spent so much building the environment and stuff xd) #func_godot #trenchbroom #godot
i've successfully managed to break #func_godot incredibly #godot
Been fighting too much with func_godot config without realising there's a great example answering a lot of my questions: github.com/func-godot/f...
#godot #gamedev #func_godot
Had a hard time figuring out how to map PBR textures in func_godot, but finally managed to make some emissive lava. One checkbox to turn on Godot's global illumination and it looks like a vibe already. Lighting is everything!
#godot #trenchbroom #func_godot #gamedev
A screen capture of the Trenchbroom quake level editor showing a small section of a map with a placed entity called info_player_start, which is meant to mark where the player would be placed when playing on that map
A screen capture of the Godot game engine displaying the same map with an orange capsule shaped object that is the players collision shape
Alright, so today's Trenchbroom fiddling was about figuring how the entity system works with func_godot. Got it so that an info_player_start entity in Trenchbroom, will turn into the player controller when the map builds. It's a... uh, start, I guess?
#trenchbroom #godot #gamedev #func_godot
Slowly understanding how #TrenchBroom and brushes work, seems very intuitive.
#godotengine #func_godot #gamedev #lowpoly
Next #func_godot update, Half-Life WADs now work! It only took me a few hours to whip up, pretty happy with it. Also added transparency support to WAD importing for both Quake and Half-Life WADs.
#GodotEngine #gamedev