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
Further evidence for dead internet. The Bootleg Action Figures blog seems to have been replaced with a Frankenstein version of itself.

The images are from the original blog but the text feels very “written by ChatGPT” and includes asides about online gambling.
November 13, 2025 at 2:19 PM
Been playing with Material Maker mostly just to generate tiling textures.

Not necessarily a realistic grass texture gets the idea across.
November 11, 2025 at 3:51 PM
I think my mind will keep returning to this article about Crunchyroll subtitles as indicative of something.

Like, it’s so easy for people to assume that subtitles can and should appear at the bottom of the screen while people speak and nothing else.
New article on ★ daiz.moe

Crunchyroll is destroying its subtitles for no good reason
daiz.moe/crunchyroll-...

A ton of research and effort went into this one. This is the article to read to get to the bottom of Crunchyroll's subtitle changes!

Replies here will show up as comments (eventually)
Crunchyroll is destroying its subtitles for no good reason | Daiz.moe
With the Fall 2025 anime season, Crunchyroll demonstrates zero respect for anime as a medium as the presentation quality of its subtitles reach an all-time low.
daiz.moe
November 8, 2025 at 7:09 PM
What has become my go-to approach to particles in Godot if I can use GPU is custom properties for gravity, drag and lifespan, so in code I make my own random ranges for those when I emit.

That’s in rgb channel so I could add a fourth property if I decide what it should be.
November 8, 2025 at 3:25 PM
what about cartoon-presenting nipples
Bluesky's semi-hidden "Sexually suggestive (cartoon)" moderation mode is one of their most embarrassing design decisions. I bet there's SO many users who think they turned on visible nudity but accidentally have on a setting that treats Jessica Rabbit as UNACCEPTABLE where dick on main is ACCEPTABLE
I really don’t understand how this website which is supposedly the most embarrassingly liberal thing in the world can simply hide your drawings when they’re sexually suggestive, and sometimes even make blatant errors in assuming they are
November 6, 2025 at 2:17 AM
Made an outline selection material though it does rely on normals to display the outline which makes it messy anywhere the mesh has sharp edges.
November 5, 2025 at 6:35 PM
“We reached the publicly stated crowdfunding goal, yes. But what about the secret actual goal?“
Altered, the trading card game which broke Kickstarter records with its €6.2m debut crowdfund two years ago, is running almost €2m short of the amount needed for its latest expansion - despite having raised more than 10x its crowdfunding goal from backers:

boardgamewire.com/index.php/20...
November 4, 2025 at 3:16 PM
Okay, did a dither test where it picks the closest and second closest CGA colour and dithers based on dot vector from one to the other.

If you choose these colours more deliberately you could blend two colours further apart for the effect but this is the version a computer can easily figure out.
November 3, 2025 at 11:03 PM
Made a little scanner in Godot. Because I had done shaders like the fading light trails I figured I could do the fading phosphor like in a radar display.
November 3, 2025 at 7:13 PM
November 2, 2025 at 9:29 PM
Watching Scars of Dracula and clapping my hands with glee every time a bat shows up.
November 1, 2025 at 2:43 AM
There’s this and the earlier bit where Shorts were getting auto-processed to “unblur, denoise, and improve clarity.”

I think it’s kind of enforced conformity. Google sees any deviation from the norm as a mistake to be corrected.
Youtube has announced that all low-res videos (i.e. older ones) are to be automatically AI upscaled to HD.
Creators can opt-out on a per video basis (but the channel may be long abandoned).

When researching props or behind the scenes, old videos are useful, but not if upscaling produces artefacts.
October 30, 2025 at 12:56 AM
Made a screen-space gradient shader in Godot.

I did this before in Unity but Godot has the NODE_POSITION_VIEW which makes it more straightforward.
October 25, 2025 at 7:09 PM
“creatorless excretions from the Internet” is a good turn of phrase
And some of that is the social-mediafication of things. Maybe a lot of it? But I wonder if also it's like in 2010 the people were a different set of people-- ones more likely to seek you out and support, as opposed to people scrolling IG, seeing "content" as creatorless excretions from the Internet.
October 22, 2025 at 1:31 PM
Reposted by R H
lookin to hire someone who can help with rollback netcode in godot 4, shoot me a dm if interested or if u can point me in the right direction!!

#indiedev #indiegame #gamedev #platformfighter #godot
October 21, 2025 at 11:06 PM
Dither tests
October 20, 2025 at 9:54 PM
Some potential here with parallax offset sampling a voronoi texture.

Might want to layer with the cubemap variant I did before
October 20, 2025 at 8:11 PM
This is one of those things where I’ve done a basic tech demo in Godot to rotate vertices in the shader but I haven’t figured out a scenario to show why I’m doing it this way instead of skinning to a bone and rotating that.
Have you used rotation matrices or quaternions in your shaders? If you’d like to understand how they’re implemented, the next Godot Shaders Bible update will cover this topic! 👌🏻 jettelly.com/store/the-go...

#godot #indiedev #gamedev #3dcg
October 18, 2025 at 8:49 PM
Reposted by R H
October 17, 2025 at 11:19 PM
So I was trying parallax offset for a gem shader in Godot but it relies on the tangent so I had to learn how to make it calculate tangent in my gem mesh generator.

And I need to go through the UVs and make the scale match. My previous gem shader wasn’t using uv so I hadn’t paid attention before.
October 17, 2025 at 6:44 PM
Tweaking the hole shader so edges of the hole are shaded.

This reads better when there’s a wall of the same colour behind it.
October 16, 2025 at 7:02 PM
Okay made a peephole in Godot.

It renders four cameras and displays that like a cubemap in the peephole shader to get the fisheye look.

At first I tried to get that down to three cameras but that doesn’t actually cover a wide enough angle.
October 15, 2025 at 4:15 AM
More dithering tests in Godot
October 10, 2025 at 2:29 AM
Someone should hire me to write goofy shaders in Godot
Godot shader portfolio
YouTube video by r hill
m.youtube.com
October 6, 2025 at 9:46 PM
Dithering tests
October 3, 2025 at 2:59 PM