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terrehbyte.com
Coder of things in Unity, Unreal and now Godot~ (He/him) πŸ’» Indie Game Prog + Instructor @ AIE 🌐 Prev. @ SJ, IGDA Seattle, Vextar, Litesprite πŸ•ΉοΈ Playing Genshin / ZZZ / Star Rail / GFL2 / HELLDIVERS 2 πŸ“Ί Watching Hololive / Dooby3D (πŸ”πŸš‚)
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Knocked together a "WorldSubsystemBlueprintBase" to allow a technical, but non-coder coworker to make world subsystems in BP, rather than spawning singleton "manager" actors. gist.github.com/timoxley/c1c... #unrealengine #ue5

Anti-Tank Rocket Counter #mahouarms #indiedev

Pretty positive initial experience with using C++ and MSFT's vcpkg, but only once you're past the confusing on-boarding about how to install it and configure things. Their official site doesn't rank in search results as highly, so be sure to hit up vcpkg.io directly when browsing for packages.

One of my mouse dots fell off and I don't remember which drawer I put the rest of them into. Guess I'll have to skate by for now πŸ₯

I've learned (and I am still learning) how to run a game studio for the last seven years doing both creative and biz. Here's a list of guidelines that work for us and might be useful for others that were lessons I've incorporated with our experience and guidance from others. 🧡

Ok, well it seems my solution not was as bad as i thought, still, if somebody knows a better way let me know. Also in case somebody needs the material for both cases, gradient keep the direction of object or world position here they are #UnrealEngine #UE5

Lowpoly Demon - 2050 tris. #Mafubash #Lowpoly #3D #Art

All of this lets me re-create some "Half-Life"-esque adventures through dark yet "flare-lit" vents. πŸ”¦ (Maybe it's time to create my own tram sequence? Or maybe work on getting a crowbar in...) #Godot #ScreenshotSaturday #GameDev

Physics props can (optionally) define a "preferred pickup rotation" that allows the object to be more usefully re-oriented on pickup. Allowing for multiple orientations (or not using any of themin some circumstances) is on the "TODO for laterrr" list... #ScreenshotSaturday #GameDev #Godot

Crouch jumping now knows to shrink down when grounded or "pull your legs up" when mid-air, keeping your eye level unaltered while still reducing your height. #ScreenshotSaturday #GameDev #Godot

Speed gains from strafing have been in since day one, but a simple limiter is now available to prevent this since it can feel buggy if unexpected. Video below demonstrates the difference on my motor (no limiter)~ (actually from last week lolol but was tired) #ScreenshotSaturday #GameDev #Godot

Godot 4.4 has reached the Release Candidate stage! All features are in, critical regressions fixed, and it’s ready for production use. We still need your help testing, so give it a try (remember to make backups!) and let us know if you find any issues πŸš€ godotengine.org/article/rele...

Prototyping some gravity altering platforms for my retro FPS. Still a bit buggy but the effect is there. #GodotEngine #ScreenshotSaturday #GameDev

#godot character controller for a bouncy little wizard dude ft. mignon #gamedev #animation

Added 11 new games to the #hololive fangames database!🀩 We have: 3 Miko games, Sapling pet sim, UFO flight sim, Bae platforming adventure, Mumei fishing, Kiwawa gym exercises and more!πŸ˜† Check them out ▢️ softdevwu.dev/hologames/ #hologamesdb #fangame

Mod makers rejoice: The Team Fortress 2 SDK has arrived! We've updated the Source SDK with all of TF2's client and server game code. Change, extend, or rewrite TF2, and publish them as mods on Steam. www.teamfortress.com/post.php?id=...

We knew from the beginning that aiming for a late-February release was an ambitious timeframe, but the community has risen to the challenge and kept development right on track! godotengine.org/article/dev-...

I keep meaning to post about Games for blind gamers 4 game jam that is ongoing! But it's so busy! Amazing people I'm helping, and my own game! There is still time to join as it's all month long, and we want everyone to come and rate and give feedback! #A11yGameJam

The greatest Game Jam Ever (In my very biased opinion!) Has begun! It's a month long, so plenty of time to join and challenge yourself to make the best blind accessible game you can! #blind #GameJam #Gamedev #accessibility itch.io/jam/games-fo...

vegetation + noise mask

Difference between a junior and a senior.

Adding one of the most requested features to Pingbertβ€”a minimap! Currently tweaking the distance ahead and icon sizes so players can quickly glance at it to spot upcoming terrain, useful items, and mailboxes. The UI is still very WIP. Let me know what you think! #gamedev #godot

Quick case study of how I work on UI Taking my last shipped game as example. Here's how it looks in Photoshop (CS6) 🧡

oh shit I made grass letsgo

I think this little UI tool works good enough as is! No code required, just drop a few animation nodes into your scenes! #GodotEngine #godot #ui

Just ran into a bug that stemmed from an accidental use of a class member instead of a local variable... maybe I'll start making more things static if they don't need to be a member function. 😭

Testing the UI for my tower defense tutorial as well as a new GIF capture software (ScreenToGif) since my old one stopped working. Tons of new features to explore... And having now a graphical UI really boosts the feeling of playing a game here. #gamedev #raylib

I rarely see Fractal Texturing used anywhere but find it really useful. It makes a single texture look good at any distance, without getting pixelated or blurry and tiled, by interpolating between different scales of the same texture based on the depth. #gamedev #godot #godotengine

Fuck yea, my camera system + combat are starting to vibe Really smooth to drop in and out of lock-on, really easy to cycle targets by just looking at the thing, your attacks changing based on how you're moving relative to the target work well now that the indicator is there just, this is WORKING πŸ­βš”οΈ

Hi #godot enjoyers! I am new to the engine, but have 8+ years of experience in Unreal and Unity as a 3D artist. There's some things I'd like to figure out how to do in Godot, but which I can't find documentation about - if you're an artist who knows the engine well, would love some help! (thread)

The Quake 3 BSP support is in more or less a solidified state in @jitspoe.bsky.social 's BSP importer for #godot! This may well be my final contribution as I'm genuinely getting exhausted reading quake BSP docs. github.com/jitspoe/godot_bsp_importer #godot #godotengine #quake #quake3

Unity doesn't give us the ability to skew/shear. No matter, nothing a nested intermediate game object can't solve. And that's exactly how my first Unity asset Squash & Stretch Kit achieved omni-directional squashing-and-stretching effects. #GameDev #MadeWithUnity #VFX

what's #godot like compared to unity, when it comes to 1. compute shaders? 2. C# runtime performance? 3. C# iteration/compile times/API? 4. multithreading/job-system/parallel CPU data processing? 5. runtime GUI? are they all nice to use or is it clunky and wonky compared to unity's equivalents?

the power of unreal engine five

A Godot pain point for me is that the preview lighting is very arbitrary and hard to change, so I made a PR to give the user more control. Featuring: - Per-project configurable defaults - Revert buttons - Shadow toggle Take a look, give it a spin: github.com/godotengine/...

I'll never get tired of adding more texture reactions to bullets in Selaco ⚑

Switched from Monokai to Gruvbox. Seems to have good community support across what I use (VS + VS Code + Rider). VS Code - github.com/jdinhify/vsc... VS port - github.com/jekelly/gruv... Rider (similar) - github.com/lonre/gruvbo...