Freelancer Information Engineer. Trying my best in building sustainable ways for humans and machines to cooperate

@farfalk.bsky.social
Joined April 2011
Terrain3D for #Godot4 now supports terrains as small as 64x64m, and as large as 65.5x65.5km at full resolution. 🌐 GTA5: 9x12.6km (113.4km^2) 🌐 The Witcher 3: 8.13x8.13km (134km^2) 🌐 Terrain3D: 65.5x65.5km (4290.25km^2) With vertex scaling you could reduce resolution for 131x131km and more, or have a higher resolution terrain at smaller sizes. The kicker is that we only store the regions you use. Your world could be 37x the size of GTA, with a few small islands and lots of ocean. Only the land would consume memory and disk space. Region sizes now range from 64m to 2048m, and the maximum number has been expanded from 256 to 1024. 32x32 regions @ 2048m = 65.5x65.5km. This required a lot of optimization and restructuring from 4 devs to make feasible. A lot of work has been done to make the tool much more suitable for teams. Each region is a separate file with coordinates in the filename, and labels can appear in the editor. This enables different editors to work simultaneously without conflicts in git, and vastly reduces the storage requirement for each commit. These changes are available in nightly builds now, and v0.9.3 coming soon. It works with Godot Engine 4.2.2 and 4.3. In a future release we'll look at removing region limits entirely and stream regions in and out of a fixed size window. I'm basically discovering what my Out of the Ashes team needs and focusing Terrain3D efforts building that. The result is you get things you don't even know you need until you have them. Pictures: 1) 512x512m regions with labels 2) 128x128m regions, label size and distance reduced 3) 1024x1024m regions. Red square shows previous 16x16km limit. Blue square is 32x32km.
Farfalk retweeted
seriously annoyed fresh linux, all of my peripherals, wireless devices, bluetooth devices, wi-fi, headset, mic, sound, all the games I enjoy, my whole dev setup all worked first time zero config zero setup zero installers where's the fight gone man
Farfalk retweeted
How the f**k is this cockpit already iconic?
This game is basically Papers, Please meets Steel Battalion.
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just got accidentally merged with the background layer and i can feel everything now. i can feel all of it.
Farfalk retweeted
It's you! Despite everything, it's still you. (Jak and Daxter)
Just a quick video of the very normal web-based fast travel system in Isopod. 🕸️🧙‍♂️
I don't think y'all understand the huge domino effect this is about to create
Disney has been sued for using Peter Cushing's likeness in #RogueOne
Farfalk retweeted
This week I took a break from my starter kit and worked on #GodotEngine's Gridmap. With some help from CreatedBySeb, I moved the Gridmap to the bottom panel and made a toolbar 🔧. I really think it could be the start of something awesome! What do you think?
The twist that the moon was actually the space station had child me HOOKED. The way this was so seamlessly done with so many moving parts and details in 2002 was unfathomable to me
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Farfalk retweeted
Replying to @RobertSkvarla
Minimalism is a psyop by big small to sell more less
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Future game idea: Hunting down mechs with an antimaterial rifle and guerrilla tactics, late 90s retro-futurism aesthetic
These are the game engines that people used to make 7,711 game jam games, for GMTK Game Jam 2024. Congrats to @godotengine for the absolutely massive jump from last year!
High-fidelity, volumetric 3D impostors! Coming soon...✨ 126,000 tri tree mesh (left) vs 178 tri impostor (right)
Someone did a source port of the first Diablo making it completely playable from a browser!
Godot Jolt now supports soft body physics 🎀
Farfalk retweeted
ROGUE LIGHT DECK BUILDER, the only deck-building game in the world, is coming to Steam. It'll have: - wooden boards - blinky light - husband who loves you - leaderboards - achievements - endless mode - maybe I'll rotate the joists so people stop getting on my case Link below.
Replying to @passivestar_
You'll be glad to hear that last week we had a call with Godot devs to try to align Blender+Godot asset libraries/definitions as much as possible for the ultimate interoperability between the two. 💪
Ok, pants down, let's do real talk: who is using Screen Space Reflections in Godot successfully? I don't mean it as an attack on some maintainer, I know everyone is doing their best... but phew. It's not in a great place right now 😥
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