Casual Garage Coder (at GodotFest)
@casualgaragecoder.com
Indie game developer.
https://linktr.ee/casualgaragecoder
Co-founder of the Godot Barn @thegodotbarn.com
https://linktr.ee/casualgaragecoder
Co-founder of the Godot Barn @thegodotbarn.com
Well, it got to start somewhere ...
November 3, 2025 at 12:28 PM
Well, it got to start somewhere ...
Soon at @thegodotbarn.com , a very simple 2D maze generator using the Kruskal algorithm. The code is utterly simple and can be the starting point of more complex maps (adding weaving, rooms, etc.). #procgen #godot
(Thx @jamisbuck.bsky.social for his wonderful book "Mazes For Programmers")
(Thx @jamisbuck.bsky.social for his wonderful book "Mazes For Programmers")
November 2, 2025 at 10:58 PM
Soon at @thegodotbarn.com , a very simple 2D maze generator using the Kruskal algorithm. The code is utterly simple and can be the starting point of more complex maps (adding weaving, rooms, etc.). #procgen #godot
(Thx @jamisbuck.bsky.social for his wonderful book "Mazes For Programmers")
(Thx @jamisbuck.bsky.social for his wonderful book "Mazes For Programmers")
What are your favorite headphones ?
Got two actually, for different purposes : Those neat Beyerdynamic DT-770 Pro 80 Ohm (closed), and AKG K-702 (opened) #headphone #sound
Got two actually, for different purposes : Those neat Beyerdynamic DT-770 Pro 80 Ohm (closed), and AKG K-702 (opened) #headphone #sound
October 21, 2025 at 6:49 PM
What are your favorite headphones ?
Got two actually, for different purposes : Those neat Beyerdynamic DT-770 Pro 80 Ohm (closed), and AKG K-702 (opened) #headphone #sound
Got two actually, for different purposes : Those neat Beyerdynamic DT-770 Pro 80 Ohm (closed), and AKG K-702 (opened) #headphone #sound
Script prototype of daylight map : Amount of light the map get through the day. Missing: indirect lighting(will depend on type of terrain), and taking water into account. Then, porting this in C++/OpenMP/AVX. #procgen #indiegamedev #solodev #Godot
October 19, 2025 at 10:14 PM
Script prototype of daylight map : Amount of light the map get through the day. Missing: indirect lighting(will depend on type of terrain), and taking water into account. Then, porting this in C++/OpenMP/AVX. #procgen #indiegamedev #solodev #Godot
Used AVX to unlock usage of SSE2 extended CPU instruction set. The computation is twice as fast now.
Lakes and rivers are computed using a "trick". It only takes 5ms. Irrigation map uses those data to determine where the vegetation thrive due to irrigation (and takes ~100ms). #procgen #indiedev
Lakes and rivers are computed using a "trick". It only takes 5ms. Irrigation map uses those data to determine where the vegetation thrive due to irrigation (and takes ~100ms). #procgen #indiedev
October 16, 2025 at 8:53 PM
Irrigation map computed using C++/OpenMP. The lakes and rivers only take less than 5ms to compute, but the irrigation requires to be spread using some rules. Too reach stable state requires ~200ms with a core i5-13th gen :/ Next step, vegetation based on irrigation ... #indiegame #solodev #procgen
October 15, 2025 at 10:04 PM
Irrigation map computed using C++/OpenMP. The lakes and rivers only take less than 5ms to compute, but the irrigation requires to be spread using some rules. Too reach stable state requires ~200ms with a core i5-13th gen :/ Next step, vegetation based on irrigation ... #indiegame #solodev #procgen
Coming soon at @thegodotbarn.com , ultra-simple small terrain generation (based on FastNoise). Script + Shader. This example is a 128x128 terrain with a bicubic Bezier interpolation vertex shader to smooth. #GodotEngine #gdscript #glsl #indiegamedev #GodotTips
October 6, 2025 at 10:09 PM
Coming soon at @thegodotbarn.com , ultra-simple small terrain generation (based on FastNoise). Script + Shader. This example is a 128x128 terrain with a bicubic Bezier interpolation vertex shader to smooth. #GodotEngine #gdscript #glsl #indiegamedev #GodotTips
Dots are connecting. All the small bricks I've crafted here and there are finally starting to build something bigger. It's not very evocative in that video, but everything here has something special (remember the cubic Bezier terrain, the input management, etc. ?) #gamedev #solodev
October 5, 2025 at 7:20 PM
October 5, 2025 at 1:05 PM
Some additional lines of code and voilà : Editing directly on the 3D tile. Love #Godot for that. #indiegamedev #solodev
September 29, 2025 at 9:05 PM
Some additional lines of code and voilà : Editing directly on the 3D tile. Love #Godot for that. #indiegamedev #solodev
Fixed the "sharpness" parameter pretty easily, using a mix between (F2 - F1) and min(F1, F2)^3 (F1 and F2 being Worley output parameters). The cubic easing is purely arbitrary, but it works pretty well. #procgen #GodotEngine #indiegamedev #solodev
September 28, 2025 at 9:16 PM
Fixed the "sharpness" parameter pretty easily, using a mix between (F2 - F1) and min(F1, F2)^3 (F1 and F2 being Worley output parameters). The cubic easing is purely arbitrary, but it works pretty well. #procgen #GodotEngine #indiegamedev #solodev
Still working on this #procgen ground texture tool. The "sharpness" parameter is not satisfying. I have chosen a simple solution that simply doesn't fit. I think working on F1 and F2 Worley outputs will be necessary. #GodotEngine #indiegamedev #solodev #glsl
September 28, 2025 at 8:32 PM
Still working on this #procgen ground texture tool. The "sharpness" parameter is not satisfying. I have chosen a simple solution that simply doesn't fit. I think working on F1 and F2 Worley outputs will be necessary. #GodotEngine #indiegamedev #solodev #glsl
Made a change in the Worley distance function and the sharpness management (not more expensive pow). It looks much better now (especially the details). #GodotEngine #indiegamedev #solodev #glsl #procgen
September 28, 2025 at 1:42 PM
Made a change in the Worley distance function and the sharpness management (not more expensive pow). It looks much better now (especially the details). #GodotEngine #indiegamedev #solodev #glsl #procgen
The #procgen normal texture is controlled by 3 parameters : detail, sharpness and "lush". It is based on a fBm fractal worley noise. It is meant for ground texture. The "real" colors will come later (and that will be fun to explain how). #Godot #glsl #IndieGameDev #gamedev #solodev
September 21, 2025 at 9:08 PM
Small side project, when i've got some spare-time on my spare-time. #bomberman clone in #Godot ! It will be both singleplayer and local/online multiplayer with tons of perks and pixel + shader madness ! #gamedev #solodev #indiegamedev
September 21, 2025 at 8:41 PM
Small side project, when i've got some spare-time on my spare-time. #bomberman clone in #Godot ! It will be both singleplayer and local/online multiplayer with tons of perks and pixel + shader madness ! #gamedev #solodev #indiegamedev
Directly controlling #procgen texture by altering level of detail and smoothness. The "surprise" component will come soon(tm).
#gamedev #indiegame #Godot #GodotEngine #glsl
#gamedev #indiegame #Godot #GodotEngine #glsl
September 21, 2025 at 8:01 PM
Directly controlling #procgen texture by altering level of detail and smoothness. The "surprise" component will come soon(tm).
#gamedev #indiegame #Godot #GodotEngine #glsl
#gamedev #indiegame #Godot #GodotEngine #glsl
I've failed. I was supposed to code a whole multiplayer bomberman clone during the week-end and this sunday ... my body failed me (chronic health issue). So, for now, here is a singleplayer clean-coded stuff in #Godot using some placeholder assets and lots of programmer art :) #gamedev #indiegame
September 14, 2025 at 10:32 PM
I've failed. I was supposed to code a whole multiplayer bomberman clone during the week-end and this sunday ... my body failed me (chronic health issue). So, for now, here is a singleplayer clean-coded stuff in #Godot using some placeholder assets and lots of programmer art :) #gamedev #indiegame
More on procgen texture using fractal Worley. The "parameter" texture channels are : R: Octaves/Detail, G: Distance easing, B: Distance maxing (round contour vs. straight line poly).
Here, detail changed dynamically, easing on Y axis, contour on X axis. #Godot #glsl #gamedev #procgen
Here, detail changed dynamically, easing on Y axis, contour on X axis. #Godot #glsl #gamedev #procgen
September 10, 2025 at 9:38 PM
@kenney.nl icons for keyboards and mouse are really great and are a must have for any game that propose input remapping. However, there's some missing keys, like right/left shift/alt/ctrl , mouse extra buttons and mouse wheel left/right, numpad variations. Enters my poor programmer art skills !
September 9, 2025 at 7:34 PM
@kenney.nl icons for keyboards and mouse are really great and are a must have for any game that propose input remapping. However, there's some missing keys, like right/left shift/alt/ctrl , mouse extra buttons and mouse wheel left/right, numpad variations. Enters my poor programmer art skills !
Still reinventing the wheel in #Godot. In-game control menu (Godot Plush courtesy to @heytibo.bsky.social ). There's still some work to do to provide a flexible API. To be continued ...
August 9, 2025 at 9:38 PM
Still reinventing the wheel in #Godot. In-game control menu (Godot Plush courtesy to @heytibo.bsky.social ). There's still some work to do to provide a flexible API. To be continued ...
The other part of my dev is an action declaration + ingame mapping menu. The following is just an example where you can manage two "sticks". The idea is to propose an API that ease action declaration and ingame control menu building.
August 9, 2025 at 3:27 PM
The other part of my dev is an action declaration + ingame mapping menu. The following is just an example where you can manage two "sticks". The idea is to propose an API that ease action declaration and ingame control menu building.
August 5, 2025 at 7:55 AM
June 25, 2025 at 12:43 PM