Principal Game Systems Engineer, whatever that might be, somewhere.
What a monster
What a monster
I love a good model, especially when they blow up - look at this thing
I love a good model, especially when they blow up - look at this thing
Rendering each camera to a 320x240 texture, so the CPU readback isn't too slow, but it should probably be a compute shader (which I've not done before, but looks like threading)
#Godot
Rendering each camera to a 320x240 texture, so the CPU readback isn't too slow, but it should probably be a compute shader (which I've not done before, but looks like threading)
#Godot
There's seemingly no built-in way to catch when a viewport is activated or to override materials per-viewport...
There's seemingly no built-in way to catch when a viewport is activated or to override materials per-viewport...
Created an in-engine shader nodegraph to let (tech-)artists create custom shaders for the first time, and hook it all up to external events, hooray
And the post-gamejam funk is real 🫤
I'm running out of brain-itches to scratch
Created an in-engine shader nodegraph to let (tech-)artists create custom shaders for the first time, and hook it all up to external events, hooray
And the post-gamejam funk is real 🫤
I'm running out of brain-itches to scratch
Which means it's just as buggy and ass to play as it was on PS3 - it's not a very polished game
But this time around I finished it! Even with Maneater still being a shitshow
Which means it's just as buggy and ass to play as it was on PS3 - it's not a very polished game
But this time around I finished it! Even with Maneater still being a shitshow