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Got a nice first person setup running with Godot for the #LOWREZJAM tomorrow. I need to figure out what the game and its mechanics will be.

I'm kinda thinking a super pared down Dishonored demake. Stealth and zoomy motion inside some kind of Tron/Hackers computer construct.

#godotengine #gamedev

RT @alexandre_igntv@twitter.com
Just played β€œFugue in Voidβ€œ by @MosheLinke. It was immense. The Intro felt like the process of Creation. For some reason reminded me the awe I experienced while playing @Suprsupr's β€œLa ForΓͺtβ€œ.

moshelinke.itch.io/fugue-in-vo
supr.itch.io/laforet

RT @brunoimbrizi@twitter.com
No one wants to hangout with this boid.

RT @anorangeduck@twitter.com
Breaking Things is Easy; Fixing them is Hard - an article about my latest research at Ubisoft on automatically cleaning up motion capture data:

montreal.ubisoft.com/en/breaki

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RT @frankiezafe@twitter.com
tech demo of , a cpp lib for @godotengine@twitter.com to transform meshes into dynamic objects vimeo.com/groups/godotengine/v @polymorphcool

RT @reduzio@twitter.com
Not a pretty gif, but CPU particles work. Godot particles use transform feedback (run on GPU), so they don't work on OpenGL ES 2.0. This is an alternative (harcoded) particle system, so particles can still be used on mobile, WebGL1, etc. Supports most ParticlesMaterial features.

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I made a simple prototype this afternoon. We may use it to showcase Godot during RMLL. :) youtu.be/7oEn2wBTFUc

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Trying a warnings list for GDScript