aekobear
aekobear.blue
aekobear
@aekobear.blue
(made of dirt)
already making progress 😎 when the proof-of-concept is ready, I would super appreciate your feedback!

i know you've put a lot of work into making Godot's UI work for you, and I'm curious to hear if/how you feel my approach would limit your creativity or design ideals
November 20, 2025 at 10:34 PM
new clothes
November 5, 2025 at 3:15 AM
got these super cute cards from @pantspants.bsky.social so i can play cards with friends!

here i'm playing a made-up game with myself because i don't know how to play cards and i don't have any friends
November 2, 2025 at 2:22 AM
don't be like me, kids. stay in school, study anatomy
October 30, 2025 at 7:00 PM
starting a new tradition of fancy [food] friday. this week is roasted chicken in mustard velouté
October 26, 2025 at 1:09 AM
idk if something like this already exists but i created a cli tool called 'situate' (st) which recursively matches all files in a directory and can delete, copy or rename them using regex capture groups.

i'm using this to quickly move dozens of exported sprites because krita lacks a good exporter
October 3, 2025 at 7:10 PM
side-by-side of the OG sprite and reworked sprite (haru for scale)

it's definitely cleaner, but i think the face lost its derpy charm. but ultimately there will be lots of hair and face styles, so hopefully i accidentally make more charm along the way
October 2, 2025 at 5:14 PM
"Hero Without a Class: Who Even Needs Skills?"

okay but you're simulcasting all 6 elements in the opening sequence
September 25, 2025 at 4:47 PM
In-progress Art-chan isn't real, she can't hurt you

In-progress Art-chan:
September 24, 2025 at 8:11 PM
it took me two days, but i finally got passthrough working in wayland 🎉

this was especially tricky because i had to track the global mouse position, which is normally impossible in wayland for security reasons
September 23, 2025 at 10:45 PM
i think i figured out why my godot game doesn't work on wayland
September 22, 2025 at 3:29 PM
not sure i'll be getting any work done today
September 15, 2025 at 2:37 PM
they live their whole lives like this
September 2, 2025 at 4:44 PM
little demo of definition mixing. I create a new "clock" definition which mixes a "timer" (built-in that ticks at a certain rate) with a "label" (built-in that displays text on the screen)

This allows composing advanced behavior without a complex node tree like you'd get in Godot
August 19, 2025 at 7:21 PM
in the 2025 anime season, i have been seeing a worrying trend of anime girls who are blushing all the time, not just when embarrassed or in love. this is likely heat stroke aggravated by climate change
August 17, 2025 at 3:02 AM
this here is a Triple Crown Dog 👏🎉

(pooped 3 times in one day)
August 13, 2025 at 12:00 AM
grilled chorize (chorizo melt) and zucchini bisque. very proud of this one >:3
August 10, 2025 at 9:52 PM
i got got D:
August 9, 2025 at 3:08 PM
hot reloading!
August 8, 2025 at 5:01 PM
oops i'm making a game engine
August 5, 2025 at 4:31 PM
suburban dads will squeeze out every last micron of toothpaste, but they can't get more than 10 years out of an SUV
August 3, 2025 at 3:37 AM
time to reveal my secret July project #ScreenshotSaturday #godot4

a pomodoro timer idle game designed to keep you company while you study/work. Each "sprint" you complete awards you resources for cooking, crafting and unlocking cosmetics

that's all i will reveal for now c:
August 1, 2025 at 6:54 PM
final video - bevy+lua at 120 FPS. lua picks a random destination at a low fixed rate, then native rust slides sprites smoothly toward their destination.

this sort of compromise should be at the heart of the scripting+game engine combo, but I can't find any way to do it in vanilla godot
August 1, 2025 at 6:31 PM
i played around with a few optimizations, ultimately doubling the speed in lua by implementing a custom `move()` method

I updated my gdscript benchmark to use `Node2D.translate()` instead of `position` and sure enough, performance doubled there too
August 1, 2025 at 5:08 PM
on the right is 100,000 godot nodes being moved randomly by a single "manager" node in gdscript, running at around 25 FPS.

on the left is the same logic written in luajit and bevy running around the same FPS.

the same logic in bevy and pure rust runs at 120 FPS
July 31, 2025 at 7:42 PM