Belzecue 🃏
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belzecue.bsky.social
Belzecue 🃏
@belzecue.bsky.social
Story structuralist, Godot Engine enthusiast, chasing that One Good Thing.
Banner art by josephharrold.com
August 5, 2025 at 3:45 PM
What profile was used in your build? 🤷
July 18, 2025 at 5:13 AM
@w4games.com More bugs to squash on your awesome build platform: When you add a build profile to a matrix, after you save there's no way to see what profile you picked. "Compile profile" in the matrix header just says "has been selected" instead of showing the build profile name. #godotengine
July 18, 2025 at 5:02 AM
@w4games.com Please let us clone matrix configs so we don't have to manually recreate an existing matrix just because we want the same matrix but with a different build profile. #godotengine
July 18, 2025 at 4:51 AM
@w4games.com UI suggestion: fix hover tooltip text colors to not clash with background colors (e.g. blue on blue) 👍
June 15, 2025 at 5:37 AM
I don't understand anisotropic texture filtering in Godot 4. In Godot 3 it works as expected: looking at a texture front on, anisotropic filtering does nothing because it only kicks in at oblique angles. But in 4, it straight-up blurs the image no matter the angle. #godotengine #godot #gamedev
June 2, 2025 at 9:16 AM
Other thing that tripped me up was the lack of chronological ordering on the Build Artifacts page, where I was checking logs. Turns out I was clicking on the top one, so I was associating an old build failure log with the current different failure, which is why I thought it was repeating an error.
May 31, 2025 at 6:02 PM
@w4games.com build failed, "Invalid value for option target: editor. Valid values are: ('debug', 'release_debug', 'release')" -- presumably because I'm building for 3.x but it's using 4.0's different new 'target=' values. Tried using all my old scons flags but being overridden by other selections?
May 31, 2025 at 1:17 PM
Mirror should be rotated counter-clockwise ~20 degrees so a ray from the camera hits the subject. Here's what's currently happening: there's a second penguin (P2) standing at "mirror contents" miming the first. P1 is unaware, thinking it's a mirrored reflection, AND THIS IS TERRIFYING TO ME.
January 27, 2025 at 2:59 AM
C'mon, bots. At least do a sentiment analysis on the OP and reply in the right context 🙄 But thanks for the LOLs!
December 22, 2024 at 4:47 AM
GodotCon 2024's green/purple cyberpunk rimlighting was juicy for sure. Next year Passivestar's teal/orange thx.
December 18, 2024 at 6:36 AM
Low-poly study. Blender Eevee render and comp using 'high school character' model, 752 faces, by @crimsongcat.bsky.social crimsongcat.itch.io/ps1-psx-high... Background by you know who. If you don't get it right away, here's a hint: youtu.be/jCxgUPFVFkA #lowpoly #blender
December 18, 2024 at 12:03 AM
Applying delta twice looked odd to me. This works fine too?
December 13, 2024 at 8:41 AM
"Oh, won't you come with me
And walk this land"
December 12, 2024 at 5:21 PM
For comparison, the textured plane with no self-shadowing, just normal map doing the grunt work. Very sad looking without the shadows. 😞
December 3, 2024 at 1:13 PM
I really enjoy shaders and making a flat textured plane look 3D, and studying the clever techniques used to fool our gamer brains. Inspired by @jitspoe.bsky.social and his recent texel self-shadowing post, I wanted to try the similar technique of POM self shadowing. So cool! 💥🤯 #GodotEngine
December 3, 2024 at 1:04 PM