aekobear
aekobear.blue
aekobear
@aekobear.blue
(made of dirt)
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
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
hot reloading!
August 8, 2025 at 5:01 PM
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