terrehbyte 🔍🚂
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terrehbyte.com
terrehbyte 🔍🚂
@terrehbyte.com
Coder of things in Unity, Unreal and now Godot~ (He/him)

💻 Indie Game Prog + Instructor at @aieedu.bsky.social
💼 Prev. @ SJ, IGDA Seattle, Vextar, Litesprite
🕹️ Playing Genshin / ZZZ / Star Rail
📺 Watching Hololive / Dooby3D (🔍🚂)
Finally threw together a dark theme for my gamedev blog to respect the viewer's color preferences! Decided to switch on a "data-theme" attribute applied to the element.

terrehbyte.com

No override toggle yet. Working on web stuff hurts my soul...
November 16, 2025 at 1:45 AM
Went to Little Ting's Dumplings a while back and had loved every bite~

Hope you get some good eats (and rest) for your birthday!!
November 11, 2025 at 6:19 PM
"Manni" can now run around after taking damage and jumping on each hit. It's now using the same character movement logic, but is driven by its own controller + reacts to game events like damage.

(pls excuse the jank hitboxes; 2lazy2tweak)

#ScreenshotSaturday #Godot #GameDev
October 19, 2025 at 6:15 PM
Friendly reminder to always be hittin' CTRL+S since you never know when your GPU driver will crash out haha

Popping in and out of play mode in Godot always seems to invite some trouble (but I did save beforehand 👍👍)

#GameDev #Godot
October 19, 2025 at 5:20 PM
I thought the same n' looked for a "current_playback_ratio"-esque thing, but didn't see it at a glance.

I am changing the adv exp base node which complicates things... but your reply got me thinking on a "common anim utils" node that can be resolved at design/run-time by different nodes. Ty! 💖
October 17, 2025 at 5:49 AM
Surprised to find that Godot's Animation State Machines don't allow for more than one transition from A to B, so I'm resorting to a dummy node that can be transitioned to immediately
October 17, 2025 at 5:09 AM
note that the BASIC CUBE is NOT a nanite mesh, so nanite tessellation won't work on it.

export it out and bring it back in with nanite if you must try it out on it (or modify the engine cube... but that will affect other projects)

(also TIL that the default cube is 8 tris per side, not 2 tris lol)
October 3, 2025 at 5:37 AM
On the Material: Enable Tessellation and the "Displacement" input on the main material node should appear, which is able to displace the virtual geometry created by Nanite.

World Position Offset (WPO) appears to only operate on the geometry as imported.
October 3, 2025 at 5:37 AM
Toying with Nanite Tessellation in UE5.4.4. Definitely a lil' more work to enable than the "Nanite for Artists" talk would had me thinking haha 😅

Always fun to get student questions on systems I'm not super familiar with. Lots of exploration/suffering to be had!
October 3, 2025 at 5:37 AM
it's still sept 21 on my end so it still counts /s
September 22, 2025 at 6:43 AM
The show felt so short but it was at least packed fuuuuuuull of fun moments! The girls, the stage, the songs n' singing were definitely next level (as expected) for a big milestone like this.

Looking forward to seeing what these three continue to be up to in the future~! 💜❤️🧡
September 21, 2025 at 4:29 AM
Aaaaand the awards are as follows:

Takanashi Kiara - Most Meals Cooked
Ninomae Ina'nis - Most Time Spent on the Floor Award
Mori Calliope - Best Worst Luck Award
September 21, 2025 at 3:55 AM
It's time for THE SONG!! Fortune Spinner!

It's so fun to listennn (but also gets me feelin' things cuz last year's was fun too...)
September 21, 2025 at 3:44 AM
FIVE YEARS of TAKAMORIIII BABYYYY
September 21, 2025 at 3:38 AM
My girlies! Five years of Myth!! 🥹
#MYTH5YEAR (and #MYTH5EVER!!)

I miss seeing Goobah and Ameeee (my oshiii 🔎) on stage too... but I love n' support Wawa, Calli, and Ina too! ❤️🧡💜💙💛 #Hololive
September 21, 2025 at 3:23 AM
This took longer than I expected since I codified some assumptions that held true for my "can_step_check" function, but had extra stuff that didn't apply to this.

I ended up writing a new move test that accepts multiple poses like before, but clips movements based on obstacles along the way.
September 15, 2025 at 5:29 AM
An "unsmoothed" version of it is now implemented on my character, allowing them to jump onto things that are within a configurable height delta while mid-air.

It's limited to phys objects for now, but that's configurable.

The threshold is *really* high here for exaggeration + debugging.
September 15, 2025 at 5:29 AM
Spent this weekend rewriting my prototype "mounting" system into something more consistent.

It was originally like a "REALLY BIG STEP" that could only occur on phys objects (while jumping) but wasn't reliable.

I originally saw it in HL2 while testing other stuff..

#ScreenshotSaturday #GodotEngine
September 15, 2025 at 5:29 AM
Bluesky bookmarks are indeed tallied up! It's not displayed next to the actual icon, but is shown when directly viewing a post (just not from the feed).

I was doing both because some pay close attention to their metrics, but I think I can now use like and save for different things. ❤️
September 13, 2025 at 11:25 PM
fwiw it does focus on Trailblazer Eidolons, which I do use!

My Harmony MC and Remembrance MC for my Firefly and THerta teams are a huge help, so I appreciate that they've got a place on my teams, though you are limited to one MC...
September 13, 2025 at 10:54 PM
Google hitting me with the secret tips on "WINNING in STAR RAIL": getting more EIDOLONS lol
September 13, 2025 at 10:54 PM
Good-bye cosplans, hello Godot again! Back at it~

1. Crosshair changes to red under enemies
2. Enemies have limbs
3. Hit markers (RED for crits)
4. Hit sounds (different for crits)
5. Automatic blaster
6. Weapon shake (cuz I ain't an animator)

#GameDev #Godot #ScreenshotSaturday (but Sunday oops)
September 1, 2025 at 2:33 AM
I knew keeping that old mouse for spare parts would come in handy some day 😋

(broke the little stem that joins the scrollwheel to the encoder AGAIN so I took it from an old one)
August 7, 2025 at 8:35 AM
E.Y.E.: Divine Cybermancy

(keep an eye on gamescom next week...?)
August 7, 2025 at 5:35 AM
My integrated terminal setup seems to break every so often, but the new "Reworked 2025" terminal engine seems to play nicely with the latest recommendation from MSYS2.

Passing it the script with the appropriate CLI switches seems to start a working session that integrates with the IDE. ✌️
June 10, 2025 at 4:55 AM