R H
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flinflonimation.bsky.social
R H
@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
Early one of my compositor effects here. I left the “randomly selected pixel” downsizing in my VHS tape compositor effect even though it’s not realistic.
Was playing with a compositor effect in Godot and had it applying every 8th pixel to a smaller texture and back, so then I had it pick which pixel at random and it’s sort of pleasing.
December 3, 2025 at 4:59 AM
Okay so brute force again, to generate sdf from textures. But I justify brute force if it’s preprocessing and doesn’t have to be done live.
December 2, 2025 at 4:08 PM
So for me the potential value in the brute force baking over using “selected to active” in Blender is I’ll have a lot more control over things like near and far planes of the camera or how I can cheat the direction a little.
November 30, 2025 at 4:06 PM
Shiny ball drawing practice where I remind myself I have pastels, pencil crayons and brush markers.
November 29, 2025 at 4:30 AM
This one was from playing around with VAT where you bake animation to a texture and play it back in the shader. One thing that enables is giving vertices time offsets like you see here.
Gotta go fast
November 27, 2025 at 6:16 PM
Separating this from “art exhibits for authorship disclosure” is an easy division to make if you believe that games are not art, whose authorship doesn’t matter.
A reminder that Tim Sweeney is trash, Unreal Engine is trash, and the Epic Game Store is trash. Fortnite, by extension, is also trash.
November 27, 2025 at 5:11 PM
I maintain this was kind of neat. Using Quake-style light flicker patterns as textures.
Made a linear interpolated candle flame shader so I could compare with the 10 fps flicker.
November 26, 2025 at 3:36 PM
I’ve made a tutorial video to go with my Godot Egg Tools, for all your eggs in Godot games needs
November 24, 2025 at 6:09 PM
Skipping past the “vulgar roast” bit, right at the end he claims the future of phones to be “the phone will just display the pixels and make the sounds it anticipates you would most like to hear.”

Which for me is a dystopian end-point of “engagement-first” design.
Everything about this might be the saddest thing I’ve ever seen
November 24, 2025 at 5:58 PM
Reposted by R H
November 24, 2025 at 2:19 AM
lol sob I just recorded a whole tutorial in Godot and discovered that OBS doesn’t record the drop downs when you do window capture. I guess it sees the drop down as a different window?

So have to do it again
November 23, 2025 at 10:01 PM
Looks like in this anime they’re playing Karkassonne
November 22, 2025 at 4:28 AM
Okay so my Godot Egg Tools now include customizable Egg Mesh, a way to crack the mesh in half, a speckle shader, egg half shader to define colour and radius of yolk, and a tool to help with egg rolling animation. Anything I should add?

rhill.itch.io/godot-egg-to...
Godot Egg Tools by R Hill
Egg mesh generator for Godot
rhill.itch.io
November 22, 2025 at 3:13 AM
Bird
November 21, 2025 at 3:27 AM
Height curve feels right. Side to side movement is still giving me trouble
November 20, 2025 at 11:00 PM
Trying to think through rolling movement given an arbitrary mesh.

If I just use the distance between vertices, that’s going to be wrong.

I guess given distance from rotation centre I treat that as the radius of a rotating circle
November 20, 2025 at 6:20 PM
Remember the Metaverse? It’s back! In Fortnite form!
November 19, 2025 at 6:21 PM
I made a hollow version of my Godot egg mesh primitive, figuring if people want an “egg hatching” bit they could combine with the Smash The Mesh plug-in, but it’s very prone to making these hoop shapes, which feels wrong for eggs and I haven’t figured out how to get the shape right.
November 18, 2025 at 8:35 PM
Okay, made a boiled egg shader that will split a mesh and include a yolk based on position and radius.

I’ll add this to my Godot Egg Tools (available on itch io)
November 17, 2025 at 6:03 PM
Ideal
November 17, 2025 at 2:51 AM
November 17, 2025 at 1:04 AM
November 16, 2025 at 11:46 PM
November 16, 2025 at 11:36 PM
Stumbled upon a Godot rendering oddity while doing my goofy “bake lighting with a lot of cameras” thing

Note the big square in the baked version. This seems to only happen with directional light, so I guess it has something to do with the surface aligning exactly with the light?
November 16, 2025 at 4:30 PM
Okay, I made a tool script to convert the egg speckle shader into a cubemap, so I don’t need a whole 3D noise texture to only sample a sphere.
November 14, 2025 at 4:25 PM