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flinflonimation.bsky.social
Programmer, in Winnipeg, made a couple video games with Unity. Now learning Godot. He/Him Some games here: https://rhill.itch.io
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Made a linear interpolated candle flame shader so I could compare with the 10 fps flicker.

Okay, representing a mood as barycentric coordinates but trying to add one unit of anger results in nonlinear movement so I need to revise this. I suppose programming someone else’s game design leads to novel programming challenges because I would have never designed this.

(Picture of a jar of peanut butter and a jar of jelly) “This is what they took from you. Retvrn”

Rereading Gameworld Interfaces. Game Studies Study Buddies did an episode recently.

Video game commits

I made a video showing the Quake style flicker shader and tool script I made in Godot: m.youtube.com/watch?v=MwQP... Code on GitHub: gist.github.com/partybusines...

I was trying to make a video demo of Godot tool script but the drop-down doesn’t show up in OBS?

Shader code excerpt: vec3 abby_normal = abs(normal);

I've learned something quite fun while trying to figure out this shader: apparently mixing pure blue and yellow just makes... gray?? That's... That's not... #gamedev #solodev #GodotEngine #indiedev #indiegamedev

Some sort of fascinating overlap to me, between board games and old methods of doing math with reckoning boards and counters and so on.

I made a Godot tool script for generating the Quake light flickers as textures and a display shader to go with it. You can also enter arbitrary strings for other flicker patterns.

Red River College Polytech Grad Show Highlights 2025 Outstanding work from Creative Arts graduates of: - Communication Design - Game Dev Art - Game Dev Coding - Graphic Design - Interaction Design & Dev - Video & Motion Graphics Explore Highlights: 2025.rrcdesignshow.ca/highlights/ 👀

Check out my cool shirt

Prototype skin

Used the analogy recently when reading someone’s game design document that it’s like I’m struggling to understand the rules for a complex board game but I don’t even get to look at the board and components to help, because I’m the one who has to make those.

your #blender3d import looks no good in #godotengine? the import workflow has incosistencies in rendering & lighting. in this thread i will search the differences in PBR & shading and point to some potential pitfalls.

Trump apparently betting on Canadians thinking, “you know what? He’s right. These tariffs are our own fault for daring to have our own country.”

Thinking of one of those accounts that reviews games according to a single interest, called Can You Steal From The Shop?

a "roguelike" is a game where, similar to the beloved 1980 game "Rogue", the primary gameplay mechanic is opening booster packs with upgrades from a shop

So I visualized in VR which parts of the 3D texture would go unused by the shader.

I made a Godot tool script that extends ImageTexture3D that generates gradient 3D texture just to test out the shader a little. Something like this might be relevant for grass if I want colour gradient based on view and light angle.

Potentially interesting Godot shader, uses normal, view direction and light direction to sample a 3D texture in the light function. This is with a NoiseTexture3D. Other uses will rely on how I create the 3D texture.