shadecore_dev
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shadecore.bsky.social
shadecore_dev
@shadecore.bsky.social
Indie game developer working on Shadecore - first-person survival game.
Itch: https://shadecore-dev.itch.io/
My shaders for Godot: https://godotshaders.com/author/shadecore_dev
My addons for Godot: https://gitlab.com/users/shadecoredev/projects
I updated AnimatedMultimeshInstance3D to Godot 4.5.1 and made the ghoul horde demo public.

It features:
- Bulk entity control
- Entity movement, avoidance and aggro
- Accurate physics body collision detection
- Turning corpses into static instances

github.com/shadecoredev...

#godot #gamedev
October 20, 2025 at 11:05 AM
Made a submission to #GMTKJam over the weekend.

A dungeon crawler where your past copies help you fight the enemies.

The game is playable in browser:
shadecore-dev.itch.io/multisorcerer

#gamedev #godot
August 4, 2025 at 8:09 AM
Got carried away with implementing the enemy system and forgot to post the progress.

I added enemy spawning, sounds, aggro and attack damage.

I'm going to work on missing enemy animations next. For example, death and different types of attacks.

#gamedev
July 23, 2025 at 1:39 PM
Just finished implementing support for per-instance oneshot animations in my vertex animation shader.

Here I use it to play the attack animation.

#gamedev
July 18, 2025 at 2:11 PM
Added greenery to that scorched empty wasteland landscape I had before.

#gamedev
July 16, 2025 at 10:32 AM
Added inventory window with item inspection.

All the weapons that I planned are done. It's time to swap these testing cubes with an actual environment and enemies.

#gamedev
July 13, 2025 at 10:35 AM
Continuing to work on the weapons. I finally got rid of all the glitches caused by aiming at objects point-blank.

Planning to add an SMG and a bolt-action rifle and then move on to implementing the enemy hordes into the world.

#gamedev
July 8, 2025 at 12:46 PM
Accurate hit registration I made for the multimesh. It uses a single skeleton and works well on any number on instances.
July 4, 2025 at 4:23 PM
Working on a gun system.

#gamedev
July 1, 2025 at 8:52 AM
Trying to make a decent handgun model.

#gamedev #3dmodel
June 28, 2025 at 3:38 PM
I was remaking the title screen and decided to add a white beam. When leaving the game I saw a bug where the material color remained as it was during gameplay.

It gave me an idea to read the time from the save file and set color intentionally and it worked perfectly.

So bugs are not always bad.
June 26, 2025 at 5:56 PM
Doing some stress testing without multi-threading on pure GDscript.

Gotta admit I underestimated Godot's performance.

#godot #gamedev
June 25, 2025 at 12:03 PM
Yeah, now that I look at it, it's weird. I didn't have time to make a proper demo scene.

Here's a better demo someone made that has the exact same effect applied.

www.reddit.com/r/godot/comm...
June 24, 2025 at 12:55 PM
Finally made an infinite terrain that doesn't run into floating point issues.

#gamedev
June 24, 2025 at 7:30 AM
Update on the vertex animation shader for Godot.

I created an addon called AnimatedMultimeshInstance3D that does all the baking for you inside the editor.

Link:
gitlab.com/shadecoredev...

#godot #gamedev
June 22, 2025 at 5:30 PM
Sharing the vertex animation shader for Godot that I am working on and will use in my game.

It allows to draw tens of thousands animated meshes with unique per instance animation in a single draw call.

Shader:
godotshaders.com/shader/verte...

#godot #gamedev
June 21, 2025 at 3:50 PM
Vertex animation with instancing is awesome.

#gamedev
June 20, 2025 at 10:11 AM
Day-night cycle and random daily cloudiness.

#gamedev
June 17, 2025 at 11:48 AM
Sharing the post-process shader for Godot that adds rain puddles with ripples and reflections.
It's is available for free:
godotshaders.com/shader/rain-...

#gamedev #godot
June 11, 2025 at 11:18 AM
A rain effect I'm working on.

It's a post-processing shader that adds rain puddles on all horizontal surfaces and has screen space reflections with ripples. It turned out even better than I imagined.

I'll share the shader code soon.

#gamedev
June 4, 2025 at 9:46 AM
Still working on environment objects for my game world.

In the meantime, here is a procedurally generated skill tree system I made. Or should I say skill forest?

#gamedev #indiegames
May 27, 2025 at 2:04 PM
Wanted to share an update on the town generator. I finally have the buildings sitting on top of the terrain. I was also working on improving the foliage initialization to prevent freezes.

#gamedev
April 29, 2025 at 11:49 AM
Started experimenting with adding a height to the terrain and saw unexpected "blocky" results. Ended up on an adventure of digging source code, building engine from source, and writing a C++ GDExtension. All just to change a noise output from 8 bit float to 32. Was worth it though.

#gamedev #godot
April 24, 2025 at 4:13 PM
I made a grass shader for Godot that selects a texture from atlas, applies wind sway and has a trampling effect.

The shader is available for free:
godotshaders.com/shader/grass...

#gamedev #godot
April 22, 2025 at 10:57 AM
Each building generates its own static navigation mesh. Creating a static mesh for the whole world would have an extreme performance cost, so I made my own runtime navigation mesh baker. Here is the quick demo with the meshes displayed.

#gamedev
April 21, 2025 at 3:36 PM