If you use #Godot on #NixOS or another rolling release distro, with an AMD GPU, you may have noticed an incredibly painful bug that causes a graphics system crash this past week. This is because of a recent kernel update which changed the GPU drivers.
You may be able to fix it by upgrading your kernel to the latest available version. See: https://github.com/godotengine/godot/issues/110152#issuecomment-3263942608
Hi everyone! Let’s create another shader in Godot Engine. I was thinking about how we could combine the organized chaos represented by fractal Brownian motion with image post-processing. The result is what you now see in the video, and we could use it in game development to simulate, for example, entering an area that negatively affects the hero’s perception of reality. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=mN9q6fxoN8o
Godot 4: Flow noise blur shader (tutorial)
https://programming.dev/post/37072751
Added an overworld to the game today and an enemy status to the battle UI. There is no collision on the map but you can walk around I guess :)
Dummy scene is pretty much a copy-paste of Terminal Rain which this is hugely inspired from: https://mastodon.social/@vga256@dialup.cafe/114866468248886573

So I got tired of mysterious crashes, uncooperative debugger, and learning this fractally arcane language. So I am taking a break from #CPlusPlus, going back to GDScript for my #Godot project. Making lots of progress. Maybe later (much later...) I'll redo everything as a GDExtension, because I'm still concerned about performance issues when scaling up (running behavior trees for potentially thousands of actors every frame), and other things like more rigor from the type system and unit tests, better integration for the editor plugin side of things, and so on. But for now, being able to see our vision come together is worth it!
Hell, maybe by the time the prototype is finished, maybe the #Rust for Godot or even #Bevy will be production ready!¹
¹ Bevy is great, but a working editor is not a "nice to have," it's a requirement. I love code first for certain things, but I need my non-"technical" collaborator(s?) to be able to contribute.
Making tiny progress. I have gotten far enough that maybe I'll leave it here and work on programming and gameplay for a while. It's good enough for testing.

Yet another random #godot project. I haven't really played with the MultiMeshInstance3D node before so I followed a tutorial to make grass and ended up making this neat little thing.
At first I had it so you created grass where you walked, but now I'm kind of leaning toward a Powerwash Simulator type game where you have to mow all the grass. Could easily see it becoming an idle/incremental game where you can upgrade your mower to be faster, cover more area, etc.
Maybe it's set in a golf course and you have to mow fairways and do other greenskeeping activities. What's funny is that I did spend one summer when I was younger doing that as a job, so I actually have some experience to draw from.
It needs some optimization though, most likely. I'm thinking a chunking system so it only has to check grass clumps within the chunk you're in + any neighboring chunks. There's 20000 instances in this little area to actually sell the effect.
Godot Question:
How do I swap my mesh at runtime?
I have a Citizen with a Capsule (placeholder) mesh/collider.
I want to be able to add a Cart, or Wagon later, which will increase their carry-capacity.
I can set a variable in the script, but how to show the model?
How to do the thing?
#gamedev #godot #godotengine #gdscript

Added an air conditioner and spent way too much time fussing with a particle effect for the vent. You can barely see it.

Recommend games made in Godot
https://lemmy.ca/post/51167590
I've been figuring out how Compositor Effects in Godot work over the last couple of days. Here's a collection of effects as well as some notes and resources: https://codeberg.org/obsurveyor/godot_compositor_effects_collected