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octree.bsky.social
Octree
@octree.bsky.social
developer, making toys and curiosities
they/them
Same effect with radial and distortion for the waterfall shader:
September 16, 2025 at 12:26 AM
Working on my water shader today, getting a normal map from animated cellular noise, setting transparency based on the depth and adding some shoreline blending

#godot #gamedev
September 15, 2025 at 8:03 PM
And some inexpertly piped dulce de leche buttercream to top it off, perfection
September 15, 2025 at 12:15 AM
With some very bubbly caramel filling
September 14, 2025 at 11:39 PM
This has been a hell of a week, so today I'm taking a break and baking cupcakes
September 14, 2025 at 11:38 PM
For #ScreenshotSaturday this week, playing with the rocket launcher in Circuit Burn until I accidentally myself

#godotengine #gamedev #indiedev #solodev
September 13, 2025 at 5:01 PM
For #ScreenshotSaturday this week, a mortar barrage to help pull into the lead:

#godot #gamedev #indiedev #godotengine
September 6, 2025 at 3:14 PM
Circuit Burn dev update: For #ScreenshotSaturday this week, a test run with powerups enabled:

#godot #gamedev #indiedev #solodev
August 30, 2025 at 6:01 PM
Applying a bunch of downforce with speed not only makes the controls feel better and more responsive overall, it also lets you drive on the walls and ceilings like in Rollcage if you're going fast enough:

#godotengine #gamedev
August 29, 2025 at 11:51 PM
Circuit Burn dev update Friday: Reworked bot driver navigation again to make them faster and more aggressive. Still needs work to make them more aware of other cars in their line, but I'm happy that they can even handle The Big Jump now:

#godotengine #gamedev
August 29, 2025 at 11:48 AM
Speaking of labor-saving technology, doing some more godot editor tool work to place checkpoints for bot drivers to follow. Previously each point was an Area3D that I would have to create and move into position, now it's one click:
August 28, 2025 at 8:35 PM
Just worked out that Godot defaults all of its materials sampling setting to linear mipmap. Switching that out for linear mipmap anisotropic improves the look, especially for normal maps.
August 27, 2025 at 6:21 PM
August 27, 2025 at 5:02 PM
The fun thing about having a game project is you have to learn so many different skills you would never have a reason to otherwise. Today I'm learning how to hook Hydrogen up to Ardour for making beats with all open source software.
August 24, 2025 at 4:31 PM
Circuit Burn dev update: For #ScreenshotSaturday this week, here is me playtesting the big jump in the valley map

#godot #gamedev #indiedev
August 23, 2025 at 6:04 PM
And a quick attempt at placing the shader in-game on the new race course - transparency might be a bit too high now that it's in a fully lit environment, but it's getting there!
August 23, 2025 at 4:44 PM
Waterfall shader is working, using a cellular NoiseTexture2D, putting it in polar coordinates and scrolling outwards along with some noise displacement and particles.

#godotengine #gamedev
August 23, 2025 at 12:50 PM
Man, I'm really enjoying the writing in Hades 2
August 23, 2025 at 12:35 AM
Learned how to use Visual Shaders in Godot to recreate my Blender node setups - I can't say it was easier or faster than just writing it in code, but on the plus side it is a new thing I know how to do now:

#gamedev #godotengine
August 22, 2025 at 11:51 PM
Today's progress: Making steps on decorating this course, still need to get that waterfall shader working
August 22, 2025 at 1:28 AM
Game dev progress today: Blendering, building props for the new course
August 20, 2025 at 8:01 PM
Today's progress, a very early start on building a new race course in Blender. Needs a lot of decoration and work, but play-testable already.
August 18, 2025 at 7:50 AM
For #ScreenshotSaturday this week, two new melee-themed power ups for Circuit Burn. Punch, which charges into the car ahead, and Kick, a sideways slam.

#godot #gamedev #indiedev #solodev
August 16, 2025 at 7:01 PM
Still work to do on the bot drivers, especially on being aware of other cars around them, but they are navigating the course more quickly and smarter than they used to:

#godot #gamedev
August 15, 2025 at 3:41 PM
Just got jumpscared by the discovery that Godot editor text is ever so slightly non-monospace. Even switched to Consolas from the default font and something in there is still a tiny bit off.
August 14, 2025 at 3:30 AM