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
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
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
Often you get probes outside the boundary of your rooms. When a dynamic object is placed inside the room, close to the border, it may be closest to a probe outside. It will then be mostly lit using this incorrect data.
March 9, 2025 at 11:58 PM
Okay your static lighting looks good now, but why are dynamic objects not lit correctly?

Global illumination is approximated with "probes" - points that are spread throughout the scene automatically when baking and which store lighting information at those locations.
March 9, 2025 at 11:58 PM
Depending on your geometry you may get light bleeding on the edges. Modular kits are especially prone to this. What helps (for indoor scenes at least):

- Set the environment background color to pure black. If the background should be visible somewhere, you can set it back to normal after baking.
March 9, 2025 at 11:58 PM
For example an omnilight with large radius, small energy, zero attenuation, shadows disabled, and specular set to zero (to avoid unwanted reflections). You got to place them manually so that every place where the player should be able to see is lit.
March 9, 2025 at 11:58 PM
The most crucial part: For static lighting to work, you must _also_ go to the advanced import settings, navigate to the individual meshes, and set "Lightmap UV" to enabled.

It's really hidden but in my experience an absolutely necessary step!
March 9, 2025 at 11:58 PM
The GI mode is a property of the MeshInstance node. When using models imported via e.g. .glb files, go to the import settings and set the GI mode there.
March 9, 2025 at 11:58 PM
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
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
#Blender sculpting practice
February 15, 2025 at 12:26 AM
Subviewports are relatively expensive and unnecessary! You can instead make control nodes follow the screen position of a point in the 3D world using Camera3D's unproject_position method.

The code runs on a Node3D with a child ProgressBar referenced by "bar":
February 9, 2025 at 3:38 PM
#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
Do gifs not work on Bluesky? 🤔 Here's the "after":
January 23, 2025 at 1:35 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
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