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shpuld.bsky.social
shp
@shpuld.bsky.social
gamedev
quake modding
splatoon 3
psp homebrew

wife and gamedev partner: @lumenloimu.bsky.social‬
🇫🇮
first ever attempt at IK in godot4, all animation procedural #gamedev #godotengine
November 16, 2025 at 9:47 PM
autumn colors #gamedev #godotengine
October 19, 2025 at 10:07 AM
#blocktober some basic city stuff that I might or might not need
October 18, 2025 at 6:47 AM
ATTENTION INDIEDEVS
Show off your art style

#quake #fteqw
March 27, 2025 at 10:13 AM
Next up started to add more detail, like grass that samples the ground colors from yet another baked low res texture! The total cost of the rendering is around 9ms on this crappy phone and I'm not targeting anything much more complex than this. Next up more dynamic actors. But that's for another day
February 2, 2025 at 6:23 PM
This gave me the workflow where I can use any technique I like within blender to paint/texture the terrain and things get baked neatly out, so I could add more variation like paths and different colors for free again!
February 2, 2025 at 6:16 PM
The combined light+color map is a 512x512 for this scene, detail texture is a monochrome 128x128, both use compression but the detail can even use DXT1.

I figured I can also smoothen out the scene by just blurring the color texture externally, free blended edges on top of the cliffs!
February 2, 2025 at 6:11 PM
What if I were to bake the terrain colors and lighting all into the same map, and just modulate the terrain color with a detail map, my fragment shader became literally just ALBEDO = texture(color, UV) * texture(detail, detailUV); and my vertex shader just calculated the detailUV by scaling. Result:
February 2, 2025 at 6:06 PM
I'm doing some mobile 3d stuff in #godot as a test/proof of concept. I created this simple 3d scene in blender to kind of visualize what I want to do (blender render) and then went on a small adventure to see what I can and can not do 🧵 1/X
#gamedev #GodotEngine
February 2, 2025 at 5:43 PM
January 20, 2025 at 8:53 PM
splatoon 3 in a nutshell
January 15, 2025 at 10:13 PM
edf with doggy
January 2, 2025 at 11:48 AM
me, wife and double egg shades #splatoon3
December 25, 2024 at 12:41 PM
playing harder difficulties in later levels gives a nice challenge even as a developer #gamedev
December 17, 2024 at 7:25 PM
tried our new jam game on steam deck as a non-steam game, works fine! I love using gyro aim! #gamedev #steamdeck
December 16, 2024 at 3:24 PM
Some more screenshots #gamedev
December 15, 2024 at 10:55 AM
chaos and destruction #gamedev #fteqw
December 13, 2024 at 7:26 AM
earth invasion starts at 7:99am #gamedev #7dfps #fteqw
December 11, 2024 at 7:34 AM
some effects work done on the #7dfps jam game #gamedev
December 9, 2024 at 1:35 PM
that's a nice city you got there, would be a shame if earth was invaded and it would become collateral damage #gamedev #7dfps #fteqw
December 8, 2024 at 9:20 AM
originally a game called blockland (v0002 like in pic), made in torque game engine, quite moddable. editing maps, scripts, and adding custom models activated something. after unsuccessfully trying to use torque for my own game, I found out about quake modding which opened up so much more for me
October 26, 2024 at 7:26 PM
October 24, 2024 at 5:17 PM
the graphics tech I use is evolving from the 90's into early 2000's

I'm starting to use super high res cubemaps (16x16 per face) as well as some specular highlights using directional lightmaps

#ftequakeworld #quake #gamedev
October 24, 2024 at 1:07 PM
October 23, 2024 at 10:28 AM
keyboard navigation in sui-qc #gamedev #quake #fteqw
October 19, 2024 at 6:39 PM