Casual Garage Coder
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Casual Garage Coder
@casualgaragecoder.com
Indie game developer.
https://linktr.ee/casualgaragecoder

Co-founder of the Godot Barn @thegodotbarn.com

Top-chatter at
https://bsky.app/profile/indieverse.bsky.social
Want better looking water ? Go to @godotshaders.com.web.brid.gy , search "Absorption Based Stylized Water", copy/paste the code in the shader material, set some uniforms right, and voilà ! In 5 minutes, top. Thank you #GodotShaders ! #vfx #gamedev #Godot
February 12, 2026 at 9:17 PM
Even if it's just prototyping, I wish I could spend more time on configuring proper lighting (I'll do this later, "for sure", but it could be nice to have something acceptable right now).
If there's any #Godot #lighting gurus around, i'm all ears !
#vfx #gamedev
February 12, 2026 at 12:07 PM
Left : blocky prototype/raw data generation.
Right : interpolated terrain and "lakes" water mesh generation.

Next steps : Streams/Waterfall meshes generation and water LoD management (more specifically : mesh decimation when detailed meshing not required).

#Godot #procgen #terrain #gamedev
February 11, 2026 at 6:03 PM
Even if it's meant for prototyping purpose, the meshes are computed on the fly, it's clearly NOT the final use-case. But i'm still happy with the performances. Thinking about optimizing the mesh by merging patches ...or not ? local ripple effect when interacting with water maybe ? #procgen #gamedev
February 9, 2026 at 12:16 AM
I've chosen to divide the water meshes into two categories : still water/lakes and streams/rapids. For the former, I needed to compute a mesh that could expand on "non water" cells if the terrain interpolation allows it (red patches). Patches number depends on LoD. #procgen #Godot #gamedev
February 9, 2026 at 12:02 AM
As I worked on the water meshing, I've came across a subtle bug in my parametrized height computation. No big deal but it helped fixing my terrain/player camera obstruction management (although there's still an edge case with the frustum - check the bottom left corner). #Godot #gamedev #camera3D
February 8, 2026 at 1:25 PM
I'm not stalling. I'm thinking. Actively.
This "water mesh" problem is challenging and, to be honest, really interesting. After a good chat with a dear friend of mine, I've came up with an action plan. I think i'm on something here :) But in the meantime, admire some big failures ! #gamedev #procgen
February 7, 2026 at 11:14 PM
I've still the idea of using bicubic Bézier interpolation for the final terrain rendering. What i need now is to compute water shore effectively (dark magic incoming - especially with auto-lod and wandering mesh). #Godot #procgen #gamedev
February 1, 2026 at 10:28 PM
Ported my new lakes and rivers algorithm to #Godot module as a replacement of the "not-so-great" former one. Really like the new generated features/configurations. However, this is only the prototype view. There's still work to do (compute finer geometries for the final render). #procgen #gamedev
January 31, 2026 at 8:47 PM
My rivers and lakes algorithm could be improved. But, as it's pretty simple as it is right now, I'm considering giving a snow explanation of it. Perhaps one of you will find some smart/out of the box" way to improve it or even simplify it even more. #ProcGen #GodotEngine
January 27, 2026 at 4:05 PM
Should i add more comments to the code i share as snippets, or is API description enough (entey points, parameters, signals) ?
January 25, 2026 at 5:56 PM
Let's bring some spice to a heightmap by adding lakes and rivers. The following @thegodotbarn.com contribution is a #Godot #gdscript snippet to quickly distribute water from a specified source. Enjoy ! thegodotbarn.com/contribution... #gamedev #solodev
Fast Lakes and Rivers Computation for Small Terrains
Given a relatively small heightmap (128x128 to 256x256), compute the water distribution from a source to the borders of the map
thegodotbarn.com
January 25, 2026 at 3:02 PM
Made a major breakthrough on lakes and rivers computation. After stepping back for a while, i came back with a fresh mind and re-think my yet-steady-fast algorithm ("fill and flood back"). It is fast enough to be usable as a #gdscript in #Godot. So expect a contribution @thegodotbarn.com soon.
January 25, 2026 at 1:05 PM
Doing my part in the field of terrain rendering using level of detail : thegodotbarn.com/contribution...

Not as advanced technique as @passivestar.bsky.social 's tho (GPU based LOD using tessellation). Maybe digging this one next ! #gamedev #rendering #terrain
January 24, 2026 at 7:58 PM
The article is still in review, but you can pull the #Godot project about terrain rendering here : codeberg.org/CasualGarage... #gamedev #solodev
godot-wandering-terrain
Short demonstration of the Wandering Mesh terrain rendering
codeberg.org
January 23, 2026 at 5:58 PM
Reposted by Casual Garage Coder
❄️⛸️❄️It was amazing to show the first peek of the game to people at @mivsmagfest.bsky.social ❄️⛸️❄️
January 15, 2026 at 9:28 PM
This kind of Open Source initiative should be supported. Codeberg (codeberg.org) is (basically) a git platform for FOSS projects with very interesting "guaranties" about the code openness and safety (yeah, i'm looking at you github).

#FOSS #sourcecontrol #git #codeberg
January 23, 2026 at 3:44 PM
Finally finished the "article" @thegodotbarn.com about the Wandering Mesh Terrain. Keep your expectations low. The article is still in peer-review. As I wrote it, the need for a minimal #Godot project to support it grown stronger.

#gamedev #writing
January 21, 2026 at 7:14 PM
Article about this terrain rendering technique is on its way. But lower your expectations. It's not the mighty grail you're looking for ;) #gamedev #terrain #rendering
January 21, 2026 at 3:12 PM
Each time I'm saying that i work on the AI for one of my projects, I *need* to add "Not a generative one ! Fear not ! Just a plain old smokes and mirrors !".

What a time to live when you have to hastily clarify things ... #gamedev
January 20, 2026 at 9:41 AM
Reposted by Casual Garage Coder
I added implemented FLAK turrets and replaced 12 of the Carrier's CIWS with them.
Did that improve the balancing? Nah.
But hear me out: I rewatched all of Battlestar Galactica (2004) over Christmas.

That's it.

store.steampowered.com/app/4060820/...

#indiedev #gamedev #indiegame #godot #spacegame
January 14, 2026 at 8:13 PM
A new week begins! What are your current projects ? Are you making progress, or are you stuck ?

Good luck to you all. Don't hesitate to reach out to me here or on Discord if you're struggling. Perhaps i could help or at least be your rubber duck :)

#gamedev #indiegamedev #solodev
January 19, 2026 at 9:12 AM
Made some interesting progress on my side project that will benefit all the other projects. Especially a prototyping workflow in #godot / #gdscript that i could document.

But first, let's finish that article on wandering terrain mesh technique. Lower your expectations: it's not the smart. #gamedev
January 17, 2026 at 10:04 PM
Lots of work to do. I'm still writing the article on the wandering terrain. But also working on a side project (tactical rogue like) and an addon for #godot. Let's not forget my main project, which depends on the former ones...

I'm doing my best, but it takes time, especially when you're part time.
January 15, 2026 at 9:27 AM
Small #GodotTips about generic recursive directory browsing. #Godot #GodotEngine

thegodotbarn.com/contribution...
Recursive File Browsing
Given a directory, recursively browse the files and apply a processing
thegodotbarn.com
January 4, 2026 at 11:49 AM