Metal is a low-level graphics API similar to Vulkan or D3D12. Godot currently supports using Vulkan or D3D12 https://hackernoon.com/godot-44-metal-rendering-backend-3d-physics-interpolation-and-more #godot
But also, like, a big takeaway from this has been that C# in Godot is just not for me. I do not want to use Visual Studio/Code, but the Godot editor has no intellisense support for C#, only GDScript.
As much as GDScript irritates me in ways that C# does not, trying to learn more of the engine without Intellisense or other guys tooling support is intensely unpleasant. Especially while sleep deprived.
#GlobalGameJam #MelbGGJ2026 #Godot
Complete pivot back to roots
One of the first things I created on computer was a D&D character sheet
I'm currently running Blades in the Dark, so I think I'll build a fully-interactive PC Sheet, for keeping track of things.
Right... where do I start? Control Nodes? Panel? VBoxContainers? Wow, lots of stuff going on here...
Then I need a Data Layer, for all the different info (multiple PCs, Factions, Contacts, etc)
Lost already
#ttrpg #gamedev #rpg #godot #gdscript #godotengine #BladesInTheDark
Godot 4.6 rivoluziona lo sviluppo di giochi su Linux. Scopri il nuovo motore di rendering, le migliorie a C# e le ottimizzazioni per le prestazioni grafiche. #Godot #Gaming #Linux #Software
Finally playing with the new inverse kinematics support in #Godot 4.6.
Unfortunately, it seems that pole targets are only supported for two-bone IK! So that won't work for elbow joints in #SnekStudio (my open-source #VTuber software) because VTuber model arms tend to be more complicated than simple two-bone chains due to twist bones and such.
So I went ahead and implemented something a little closer to #Blender 's pole target support, which works as its own SkeletonModifier3D-derived object, allowing it to work with other types of IK chains.
Hopefully this will let me replace SnekStudio's existing IK code, which still feels very prototype-y, even after one or two significant overhauls.
I've been waiting for the new IK stuff for a while, but it looks like there are still one or two functionality gaps to fill in before I can use it to entirely replace the DIY IK system in SnekStudio.
#gamedev #godot
view console output while running local build
In ByteBlaster there are all sorts of strange and unexplained sights and locales to explore. It’s not just random stuff around though. We believe in the power of environmental storytelling.
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#gamedev #indiegame #devlog #godot #screenshotsaturday

Now that I've worked out the audio issues, more work to be done on the Plinko game!
Come watch me make a game AND get to try it out LIVE NOW!
#twitch #streaming #PNGTuber #gamedev #godot

Now that I've worked out the audio issues, more work to be done on the Plinko game! Come watch me make a game AND get to try it out LIVE NOW! twitch.tv/jouva #twitch #streaming #PNGTuber #gamedev #godot

Replacing the placeholder gun with an "assault rifle" model I have made some time ago. Not sure if it'll fit the artstyle, maybe we;ll loose the scope - why would robots need scopes? :D Scale is all wrong, and putting Robot's hands on the gun is gonna take some work...
- unfa
#3d #Godot #Blender #fps

My personal take on the Godot logo.
Typeface used is Fredoka.

Some nasty little json savegame, but it works. Works mostly, sometimes I get some non-crashing error about some signal stuff, but I fix that later. Pretty happy I got that finished before my vacation ends. Committing it was kinda satisfying.
