Rie
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tracefree.bsky.social
Rie
@tracefree.bsky.social
gamedev / enginedev / black hole physics / quantum information / 3D tech art / godot / blender / C++ / rust

vienna / austria
he / him

blog: https://rie.codeberg.page/
https://github.com/tracefree
co-organizing https://www.meetup.com/godot-usergroup-austr
Pinned
Hi! I am looking to connect with others doing #gamedev. Long time #Godot user, and recently started playing around with making a custom game engine with #C++ and #Vulkan for fun. I'll be posting progress updates on here.

github.com/tracefree/pr...
GitHub - tracefree/prosper: C++ rendering engine using Vulkan, Slang, and SDL3.
C++ rendering engine using Vulkan, Slang, and SDL3. - tracefree/prosper
github.com
I've only been posting about this on Mastodon lately, but here's a quick update on my engine: Qt based editor with scene loading, grid shader, scene tree dock, AABBs (only shown on selected nodes)
October 1, 2025 at 9:06 PM
Rewriting my game engine from scratch right now, this time using the bindless paradigm. Not sure I'm doing it as intended but so far it works!
August 17, 2025 at 9:15 PM
Is anyone who worked on #OblivionRemastered here on Bluesky? I'm super curious about some technical questions! :D
April 23, 2025 at 9:27 AM
I just released a tiny "game" using my custom engine! Source only for now, if anyone feels bored enough to want to compile it please let me know if it works :P

Collect 7 krapfens in the Sponza scene, each one increasing your jump height.

github.com/tracefree/pr...
GitHub - tracefree/prosper_sample
Contribute to tracefree/prosper_sample development by creating an account on GitHub.
github.com
April 22, 2025 at 10:55 AM
Reposted by Rie
Lost For Swords ⚔️ is my love letter to roguelikes and card games. To deckbuilders and dungeon crawlers. To strategy and tactics. It is Slay The Spire meets Into The Breach with a pinch of Diablo 2.
If any of that resonates with you ➡️ it's out on Steam now!!!💖

store.steampowered.com/app/2638050/...
April 15, 2025 at 6:30 PM
Please help a friend out with his Master's thesis by playing his #Godot game! It collects anonymized data about your play style (which is shown to you before uploaded). It takes about 10 minutes and you need both KB+mouse and a gamepad

Windows 1drv.ms/u/c/9d53ca46...

Linux 1drv.ms/u/c/9d53ca46...
April 3, 2025 at 9:16 AM
Reposted by Rie
Hello world,

My first contribution on this network is a reminder that a Guild War's Audio Programmer posted a very very VERY useful comment about positional audio on third-person games:

www.reddit.com/r/gamedev/co...
From the gamedev community on Reddit
Explore this post and more from the gamedev community
www.reddit.com
March 27, 2025 at 10:22 AM
New blog post! Part one of a series in which I explore Godot's import process - what it is, why it's necessary, how it works, and how to customize it.

rie.codeberg.page/blog/asset_i...

#Godot #GodotEngine #GameDev
Godot's import process and you - Part 1: Peeking behind the scenes
Ever wondered what's up with all these .import files? Answers to questions you didn't know you had.
rie.codeberg.page
March 25, 2025 at 9:42 PM
New blog post: Shedding some light on a #Godot feature you may have missed: script templates! Also: abstract classes and how I use them for my in-game developer's console.

rie.codeberg.page/blog/script_...
Script templates and abstract classes in GDScript
Showcasing a relatively unknown Godot feature and how I utilize it in Pure Gauge.
rie.codeberg.page
March 23, 2025 at 5:43 PM
Yesterday I finally updated the readme and added a license to Worlanwv, a tiny walking simulator with light puzzle elements I made last year for the #Bevy game jam.

I really enjoyed working with Bevy and keep watching its progress, looking forward to the next jam!

github.com/tracefree/Wo...
GitHub - tracefree/Worlanwv: Puzzle walking sim made with Bevy
Puzzle walking sim made with Bevy. Contribute to tracefree/Worlanwv development by creating an account on GitHub.
github.com
March 21, 2025 at 4:15 PM
GLTFDocumentExtension in #Godot is extremely powerful for fully customizing the import process, but not well known and a bit tricky to figure out at first. Here's how I use it to annotate my attack animations with custom data added in Blender:

gist.github.com/tracefree/6a...
Example script for adding extra animation data based on GLTF custom attributes added in Blender when importing into Godot using GLTFDocumentExtension
Example script for adding extra animation data based on GLTF custom attributes added in Blender when importing into Godot using GLTFDocumentExtension - gltf_animation_annotation.gd
gist.github.com
March 21, 2025 at 12:29 PM
Reposted by Rie
Will share more as I learn.
Also @passivestar.bsky.social 's amazing guide to baking light in Godot is a must-read and has great tips: passivestar.xyz/posts/how-to...
passivestar.xyz
March 10, 2025 at 12:53 AM
Baking lightmaps in #Godot is a great option for realistic looking lighting at very low performance cost.

But it also takes effort to get right and there are a bunch of gotchas nobody tells you about. I'll list some of the things I learned the hard way in this thread. 🧵
March 9, 2025 at 11:58 PM
This is an amazing and underappreciated #Godot project by Gierki Dev! An open world terrain framework made from the ground up (pun intended).

www.youtube.com/watch?v=Bm1m...
How i made my Dynamic Multimesh Foliage System - Godot Open World Framework
YouTube video by Gierki Dev
www.youtube.com
March 9, 2025 at 3:52 PM
Godot 4D Release Trailer
YouTube video by Aaron Franke
www.youtube.com
March 7, 2025 at 2:23 PM
my specialty is jokes that you need a degree for to understand only to find out they aren't even funny when you get them
February 26, 2025 at 3:16 PM
THE SOFTWARE IS PROVIDED "AS IT ISN'T", WITH IMPLIED WARRANTY OF SOME KIND, EXCLUDING BUT LIMITED TO THE WARRANTIES OF FITNESS FOR NO PURPOSE IN PARTICULAR.
February 26, 2025 at 2:19 PM
#Blender sculpting practice
February 15, 2025 at 12:26 AM
#Godot tip: In 3D games you often want to display a 2D health bar on top of enemies. A common recommendation I see is to use a ProgressBar node inside a Subviewport that's rendered as the texture of a Sprite3D placed on the NPC.
February 9, 2025 at 3:38 PM
My proof of concept #Godot #modding system! It allows to automatically merge modifications to the same scene or resource, so you can have for example a mod placing new enemies and another one adding the door to a new level without compatibility problems :)
February 4, 2025 at 12:35 PM
I noticed distracting artifacts in Godot's SSAO and just made a draft PR summarizing my findings and my current experiments to improve quality. Happy about feedback / suggestions!

github.com/godotengine/...

#Godot #GraphicsProgramming
January 23, 2025 at 1:32 PM
Since it was requested a few times I just pusblished my graph based dialogue system for #Godot! No time to properly maintain it / make it user friendly or documented, so it's only really useful if you want to peek at the code for inspiration or build upon it yourself.

github.com/tracefree/Di...
github.com
January 14, 2025 at 11:42 AM
Ok this time I adjusted the krapfens' collision shape to actually match the model somewhat and also fixed wrong rotations on the models (turns out glm's constructor for Quaternions uses a different argument order than I expected)
January 2, 2025 at 3:40 PM
Static and rigid body collisions with Jolt, simulating 35 Krapfen
January 2, 2025 at 11:27 AM
Here is what my custom #Vulkan game engine can do as of last week: Blinn-Phong lighting, deferred shading, glTF model loading, mesh skinning, animation
January 1, 2025 at 2:35 PM