Nino van der Mark
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ninovandermark.bsky.social
Nino van der Mark
@ninovandermark.bsky.social
Child of the living God, father, husband, software developer, literal evangelist and musician.
In doing so, I learned that Godot has a textbox control that supports rich formatting using... drumroll... BBCode!

Not only was this hugely nostalgic, it was also very practical.

#godot #indiedev #gamedev #nostalgia
January 8, 2026 at 9:20 PM
Sounds really cool! Will check it out later.

I've been meaning to get back to your gist about streaming ANSI control sequences as a way of squeezing more performance out of writing to a terminal.

gist.github.com/xoofx/a9310a...

Is that functionality in this library in any way?
Bench Windows Terminal with a wall of 24-bits RGB ANSI scrolling chars
Bench Windows Terminal with a wall of 24-bits RGB ANSI scrolling chars - BenchWindowsTerminal.cs
gist.github.com
January 1, 2026 at 10:29 AM
That sounds very cool! Keeping an eye on that for sure!
January 1, 2026 at 12:36 AM
That could actually be a pretty neat premise for a game, that the developer is actively involved in the plot and interacts with the characters. 😁
December 30, 2025 at 11:21 AM
Thanks! It's easy to forget she's not a kid anymore, but this helps remind me 😁
December 12, 2025 at 5:30 PM
I had feared we'd see it no more, very glad to be wrong! 😁
December 3, 2025 at 7:40 AM
Ah, I understand what you mean. You could do something like that if you need to pass scene references around.

I don't have a need to do that, all I wanted was a single entry-point for instantiating scenes that would also cache the loaded scene so a second instance could reuse it.
November 26, 2025 at 2:17 PM
I tried searching for SceneReference, but I keep ending up on Unity documentation pages, are you sure that's in Godot as well?
November 24, 2025 at 10:54 AM
Since all dynamic scene loading is now centralized, I can cache the PackedScene objects there, so initializing it a second time reuses those.

That might not be the idiomatic way to do that, so feel free to tell me how wrong that is. 😅

#gamedev #indiedev #godot
November 22, 2025 at 4:49 PM
Admittedly, not every solution might be idiomatic for Godot, and it might be a while longer before I'd catch on.

I've created a singleton to encapsulate loading scenes and instantiating them, which is something I do a lot.

#Gamedev #indiedev #godot
November 22, 2025 at 4:48 PM
In this new project, the game 'core' is separate from the Godot classes, where the latter functions as a presentation layer.

The core then raises events when things happen that the Godot part needs to know about, so messages can be shown, sounds played, or anything else.

#gamedev #indiedev #godot
November 22, 2025 at 4:46 PM