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
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
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
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