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huttyblue.bsky.social
hutty
@huttyblue.bsky.social
Environment Artist, GameDev
Heres a fun little toolscript to bake out godot's generated 3D noise textures as a standard static 3D texture.

As there doesn't appear to be any built in way to do it otherwise.

#godot #gamedev
May 21, 2025 at 6:07 AM
The walls got pipes too now.

The green rock walls are also new, but they are pipeless and therefore uninteresting.

#godot #gamdev
April 18, 2025 at 2:22 AM
Me earlier "we need to keep the floors simple so combat is readable and performance stays high"

Also me "but what if there were pipes eeeeeverywhere and they used vertex displacement to sink into the leaves"

#godot #gamedev
April 17, 2025 at 3:00 AM
I think its about time I figured out how those fancy new geometry nodes work.

After getting through the basics I've got a 9-slice style deform for scaled cubes.

#blender #gamdev
April 11, 2025 at 7:39 PM
As much as I love Blender, one of my biggest gripes is how it loves to hide UI elements if you aren't in the correct context.

Here the controls to modify the grid are only visible in the UV-Edit panel if you have the 3D view in edit-mode. Even though the grid is visible regardless.

#blender #ux
April 1, 2025 at 7:58 PM
Updated the visuals for when you have curse to show both forms of the player model using the voxelized effect for the seam.

#godotengine #gamedev
April 1, 2025 at 3:58 AM
Windows has crashed Godot for your safety. While it was distracted importing an irresponsibly complex model the creature had almost escaped.

#godot #gamedev
March 26, 2025 at 3:45 AM
This feels so wrong but it is mentioned in the docs. In order to blend the shoot animation onto my run animations I need to cancel out the starting pose.

And to do this you don't use the "subtract" node, you use and "add" node with a value of -1
...
#godot #gamedev
March 2, 2025 at 4:38 AM
More expansions to my particle system for Iron Siren. I'm trying to generalize the effects that used custom shaders into one big shared configurable shader. Here the grow property is interpolated by a curve, and the color is as well, but offset by the facing angle.

#godot #gamedev
February 17, 2025 at 8:50 PM
New rig is coming together.
The LookAtModifier Node in Godot only respects bones that are a "true parent" and ignores any relationships bound by the child_of bone constraint.

There doesn't seem to be a way to fix the inverted rotation so I guess I'll invert the target in code.

#godot #gamedev
February 1, 2025 at 6:28 AM
Something thats bugged me forever is Blender's weight painting uses blue for both 0.0 weight and 0.1 weight. Well turns out, you can change the weight gradient in the settings.

So no more thinking I cleared an area just to later find out one of the verts still has a tiny amount left over.
#blender
January 31, 2025 at 4:21 PM
bug
January 30, 2025 at 3:39 AM
Sorry I haven't posted in a bit, I've been stuck in the bone maze again.
#gamdev #blender
January 28, 2025 at 1:06 AM
Idk how the code I changed turned the enemies into money rockets, but it sure is happening.

#godot #gamdev
January 4, 2025 at 2:28 AM
And now the new map menu is actually in-game. It shows up between levels after the crafting screen.

Currently all that really changes per-level are the biomes (tile art, enemy/element spawns), and the depth level (loot rarity).

#godot #gamedev
December 28, 2024 at 9:45 PM
Now interactive, as you progress down the route nodes that are no longer unreachable will be greyed out.

Each node also has biome information for the level it contains.

#godot #gamedev
December 28, 2024 at 7:22 PM
Working on a new map system for IronSiren, previously it just giving you a selection of seeds for the next level.

Now it generates the entire set of levels and their connections at the start of a loop. The player will see this so they can make some long term route planning.
#godot #gamdev
December 28, 2024 at 4:59 AM
I hadn't used it like this before but Godot4's Label3D is actually really handy for debugging.

You can just spawn them into the game world with code when you need them to get a positional printout.

Here I'm using it to debug an issue with my border tile generation.
#godot #gamedev
December 11, 2024 at 2:45 PM
Finally got around to fixing the electrical arc weapons
All hail the big shocky
#godot #gamdev
December 5, 2024 at 11:14 PM
Working on some improvements to my in-game particle editor.
They aren't "real godot particles" but instead specially specially flagged pooled projectiles.

This allows me to do some stuff that godot particles can't. Like full 3 axis tumbles, force interactions, and not stutter.

#godot #gamedev
December 2, 2024 at 2:34 AM
Ah yes, the gifs.
There appears to be some invisible filesize limit, as the 36mb 256color version didn't seem to work.

Anyway, nothing to see here, just normal perf testing with my collection of 2048 spiders.
#godot #gamedev
November 30, 2024 at 3:45 AM
Sorry for the big gap in posting, I've been down an optimization rabbit hole again. The slowest code in my game is the stack of shader_params used for projectile trails, so I've been moving that data to a viewport-texture and there were some bit-depth and srgb related issues.

#godot #gamedev
November 27, 2024 at 1:54 AM
Got a massive influx of followers today, so hello!
Enjoy this clip of me crashing the game with a run well into the deeply unbalanced endgame.

Full stream vod here www.twitch.tv/videos/23059...

#godot #godotengine #gamedev
November 20, 2024 at 12:09 AM
Testing a new special for the knight character in IronSiren. Now they spend an elemental shard to form some armor. After a few seconds the armor breaks releasing projectiles depending on how much damage was absorbed.

Sounds/VFX are temp.

#gamedev #godotengine
November 18, 2024 at 11:06 PM
New enemy in the mines of IronSiren.
They mine now, the walls are no longer safe.
#godot #gamedev
November 12, 2024 at 11:41 PM