guts!! | hurticulture
tygutowski.bsky.social
guts!! | hurticulture
@tygutowski.bsky.social
programmer & pro gamer
very interested in memory management & optimization
spent the last few days fixing the seams between my chunk LODs. very happy with how it turned out.

ill be focusing on chunk & rendering performance for the next few days now!

#hurticulture #godot
September 25, 2025 at 1:39 AM
@smestorp.bsky.social mentioned! 👾👾👾
September 23, 2025 at 4:23 PM
previously the map was generated upon making a new game, meaning it was static and not very optimized. ive spent the last few weeks rewriting it to generate procedurally with noise. much more performant and infinite as well!

heres a map of the LODs relative to the player

#hurticulture
September 19, 2025 at 5:47 PM
politicans aren't our enemies. political commentators aren't our enemies. people with opposing opinions aren't the enemy.

billionaires are the enemy, have been the enemy, and will continue to be the enemy until every resource in the world has been drained.

#fightingoligarchy
September 17, 2025 at 11:07 PM
working on a little for a thing :)
August 13, 2025 at 1:22 AM
working on culling the grass as well as LOD, which should increase performance significantly

36 vertices per grass mesh
21 chunks of grass
5,000 grass instances per chunk
3,780,000 vertices just for grass alone running at 100+ fps
July 10, 2025 at 10:39 PM
got grass working using godot's multimesh :)
July 9, 2025 at 6:15 PM
oh yeah baby, the inspiration is flowing
June 27, 2025 at 5:09 PM
picked up an old puzzle game where you play as king midas
June 5, 2025 at 4:31 PM
i seemed to have accidentally used radians instead of degrees...
April 9, 2025 at 3:40 PM
spent a ton of time working on animations and the player skin computer. 🤖

now the player moves their head in alignment with the camera before moving their body, and each component of their body is ✨fully customizable✨

im super happy with how it turned out
April 1, 2025 at 5:34 PM
robo-dump :)
March 23, 2025 at 12:21 AM
finally got a (few) sick player models, and hooked them up to a fully customizable shader.

huge thanks to kuptchi over at sketchfab.com/cotrus for the amazing model.

#godot #hurticulture
March 22, 2025 at 10:58 PM
been working on a resident evil style inventory system, more to come soon!
March 17, 2025 at 7:50 PM
its been a while since ive worked on this!!

over the past week or so ive worked on the character controller (increases fov when running, tilts camera when moving left/right), changed some environmental stuff, added an inventory & items, scaled the game to a lower resolution, and some other things
January 25, 2025 at 4:32 AM
December 9, 2024 at 8:33 PM
spent the past week working on a new main menu! the old one was pretty terrible lol

#psx #godot #uidesign #ui
December 7, 2024 at 8:58 PM
December 4, 2024 at 10:17 PM
made a lot more progress on the shader. added some decent biome blending and the ability to have a different texture on slopes, so now even non-mountain biomes can have rocky cliffs!

#procgen #godot #shader
December 2, 2024 at 2:22 AM
been working on making the blending between biomes a little less obvious (as well as many, many, many optimizations)
December 1, 2024 at 3:33 PM
a #procgen tool script ive been messing around with in #godot
pretty rudimentary, but having it embedded in the engine makes it a lot easier to debug!
November 30, 2024 at 2:55 AM
MY BIRTHDAY IS DEC 20 TOO! turning 23...
November 29, 2024 at 11:13 PM
heres a few screenshots from the farming survival horror ive been working on, hurticulture!
November 27, 2024 at 10:47 PM
working on hydraulic erosion and got some... unique world generation
November 27, 2024 at 2:54 AM
decided to write my own black hole shader in #godot. ill never be able to compete with you, but im happy with how it turned out haha
November 26, 2024 at 10:05 PM