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shadecore.bsky.social
shadecore_dev
@shadecore.bsky.social
I updated AnimatedMultimeshInstance3D to Godot 4.5.1 and made the ghoul horde demo public.

It features:
- Bulk entity control
- Entity movement, avoidance and aggro
- Accurate physics body collision detection
- Turning corpses into static instances

github.com/shadecoredev...

#godot #gamedev
October 20, 2025 at 11:05 AM
Nice. My game got into top 3% at Enjoyment category in #GMTKJam, ranking #231 out of 9600+ entries.

I think the game deserves a post-jam update, I will work on it this weekend.
August 8, 2025 at 6:11 PM
Made a submission to #GMTKJam over the weekend.

A dungeon crawler where your past copies help you fight the enemies.

The game is playable in browser:
shadecore-dev.itch.io/multisorcerer

#gamedev #godot
August 4, 2025 at 8:09 AM
Got carried away with implementing the enemy system and forgot to post the progress.

I added enemy spawning, sounds, aggro and attack damage.

I'm going to work on missing enemy animations next. For example, death and different types of attacks.

#gamedev
July 23, 2025 at 1:39 PM
I think it's Bluesky issue. All uploaded videos get extremely compressed and lose all quality.

One workaround I found is using static scenery and only showing one or a couple objects moving. The compression is less aggressive with static background.
July 20, 2025 at 5:19 PM
Just finished implementing support for per-instance oneshot animations in my vertex animation shader.

Here I use it to play the attack animation.

#gamedev
July 18, 2025 at 2:11 PM
Added greenery to that scorched empty wasteland landscape I had before.

#gamedev
July 16, 2025 at 10:32 AM
Added inventory window with item inspection.

All the weapons that I planned are done. It's time to swap these testing cubes with an actual environment and enemies.

#gamedev
July 13, 2025 at 10:35 AM
My guess is the "forgiving" part of the game resulted in some players not fully appreciating the combinatorics of the game. Some players just didn't progress to the challenging part which resulted in an impression of a little game.

Or it could also mean a compliment to the art/music/gameplay.
July 11, 2025 at 2:11 PM
Continuing to work on the weapons. I finally got rid of all the glitches caused by aiming at objects point-blank.

Planning to add an SMG and a bolt-action rifle and then move on to implementing the enemy hordes into the world.

#gamedev
July 8, 2025 at 12:46 PM
Accurate hit registration I made for the multimesh. It uses a single skeleton and works well on any number on instances.
July 4, 2025 at 4:23 PM
Working on a gun system.

#gamedev
July 1, 2025 at 8:52 AM
Trying to make a decent handgun model.

#gamedev #3dmodel
June 28, 2025 at 3:38 PM
I was remaking the title screen and decided to add a white beam. When leaving the game I saw a bug where the material color remained as it was during gameplay.

It gave me an idea to read the time from the save file and set color intentionally and it worked perfectly.

So bugs are not always bad.
June 26, 2025 at 5:56 PM
Time to create a playable tech demo with some guns.
June 25, 2025 at 12:52 PM
Each instance consists of 3 nodes (Node3D, Area3D and CollisionShape3D), resulting in 300k total moving nodes in the scene. I was sure the CPU will bottleneck, but surprisingly the dynamic shadows started being an issue.
June 25, 2025 at 12:47 PM
100k moving objects was too much for video compression, RIP.
June 25, 2025 at 12:12 PM
Doing some stress testing without multi-threading on pure GDscript.

Gotta admit I underestimated Godot's performance.

#godot #gamedev
June 25, 2025 at 12:03 PM
Yeah, now that I look at it, it's weird. I didn't have time to make a proper demo scene.

Here's a better demo someone made that has the exact same effect applied.

www.reddit.com/r/godot/comm...
June 24, 2025 at 12:55 PM
Finally made an infinite terrain that doesn't run into floating point issues.

#gamedev
June 24, 2025 at 7:30 AM
I added the animation blending if anyone is interested.
June 23, 2025 at 7:33 PM
Fixed a issue in the animation baker logic. Should be good now.
June 23, 2025 at 9:37 AM
Blender just deleted an animation that I spent 2 hours on because I didn't enable "Fake User". Lovely.
June 22, 2025 at 8:26 PM
Update on the vertex animation shader for Godot.

I created an addon called AnimatedMultimeshInstance3D that does all the baking for you inside the editor.

Link:
gitlab.com/shadecoredev...

#godot #gamedev
June 22, 2025 at 5:30 PM
Sharing the vertex animation shader for Godot that I am working on and will use in my game.

It allows to draw tens of thousands animated meshes with unique per instance animation in a single draw call.

Shader:
godotshaders.com/shader/verte...

#godot #gamedev
June 21, 2025 at 3:50 PM