RT @lorenschmidt@twitter.activitypub.actor
trying out continuous propagation.

the approach here is to do a single propagation pass each frame, but never to do a complete wipe. over time it converges on the infinite bounce solution.

Godot 3.2: the Compressor effects has a sidechain input! You can make your own music performance in this engin - or a really sophisticated dynamic music system! I'm currently testing playing music from 4 stems in sync - works like a charm, no drifting, no hicups. I have realtime reverb and compression, a full blow audio mixer I can control from code. Amazing!
#Godot #GodotEngine #Music #GameDev

As a long time player and anarchist I find this perfect

@inkscape is a vector graphic design program that lets you create logos, banners and astounding technical and artistic drawings. Think CorelDraw! or Illustrator, but with the open SVG format and none of the closed source-ness. Support Inkscape at:



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Well, I also wanted to have portals in my game(as in Portal 1 & 2). Basically, like projectiles, all portals that could be created are generated at start (just hidden & disabled). Then when a player pickup a portalgun, (s)he actually request a pair of portal (s)he will be able to use. (S)he can shoot them anyway (s)he wants and once (s)he drops his/her portalgun, the pair of portals will be released to be reassigned to a new portalgun.

I bought a new phone. It is so big, I am wondering if it will fit in my pocket...
Why making phones so big?

I am currently working on weapons. I've made a really simple optimized system for projectiles and explosions.

Basically, instead of instancing a projectile each time a weapon fire, all projectiles are generated at the very beginning. They are simply hidden and deactivated until a weapon request one of them.

That way you use more RAM but a lot less CPU. And it works great with the networking system in Godot since the nodes always exist and are never destroyed.

During weekdays, I usually have to make a choice between video games and gamedev. Still by doing small bits here and there, progress is being done. Yesterday, I've made an interface to select a map, choose a game mode and launch a server. I will likely rework the interface and define a set of available game modes for each map.

Today, I worked on a spawning system for my game. I want to have multiple game modes. Most game modes will use a basic round robin approach to select spawn positions. But two game modes will allow the player to select his/her spawn position. I wanted a single class that could handle both cases and use the correct one based on the game mode received from the server. It is still WIP right now though...

Today, I've worked a bit on the networking aspect of my game. I want to have generic entities that I can assign to players at any moment of the game. That way it will be quite easy to implement entering/leaving vehicles later on. Characters and vehicles should be colored based on their team too. When this is done, I'll tackle the possibility of picking up weapons and dropping them.

I already made tools to help me create maps and post process effects. I also have WIPs of the networking system and of the characters, vehicules and weapons. I still need to create models for them.

Yesterday I worked on the main menu and on the loading/saving of the user profile. You'll be able to choose your player model and your colors. As well as the placement of your HUD layout. (though it will be a single bar as in wolfenstein, doom and NES games)

I am working on a multiplayer FPS game with multiple features and game modes. The maps will be composed of planetoids like in Super Mario Galaxy. You'll have access to vehicules. And weapons will be both medieval and sci-fi.
In game modes, we will have Deathmatches, CTF, Conquest (think battlefield/battlefront), Infection (think halo) and RTS (think Tremulous/Natural Selection).

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