Juan Linietsky @reduzio
Husband, @GodotEngine Creator and Technical Lead. I only tweet about Godot updates and new features. @[email protected] godotengine.org Valencia, Spain Joined February 2010-
Tweets15K
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Followers56K
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Following95
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Likes4K
I always felt that most people are smarter than me because they can deal with more complex problems than I can. Instead, I am just a persistent guy who does not give up finding ways to simplify those same problems in order to be able to tackle them with my lesser intelligence.
Fantastic work by @HugoLocurcio and @gr0ud on the upcoming benchmark server. Soon we all will be able to visually track in detail how Godot performance improves or regresses on different build modes, GPUs, etc: github.com/godotengine/go…
I opened a proposal for improving the usability of node and resource duplication in the #GodotEngine editor. Feel free to leave feedback if this would be useful to you! github.com/godotengine/go…
@JosephHill @scottmada @godotfoundation Happy to be sponsoring this month's meeting! #GodotEngine #Boston #gamedev
With many new people learning about FOSS yesterday, we couldn't have timed our Development Fund refresh any better🧼🫧 fund.godotengine.org If you have as little as 5€ per month to spare, please consider becoming part of the base this project rests upon: community support.
Small new #GodotEngine feature: ability to obtain and print script backtraces at any time and fully log them with any error. This only worked with the debugger active, but it has been extended to the whole engine. github.com/godotengine/go…
First video in 3 years - Hope you like it! ☺️ youtu.be/EYt6uDr-PHQ #gamedev
hell yeah
Found this by chance the other day in the #GodotEngine codebase (ucaps.h). The amount of Unicode characters that can be upper/lower case appears to be exactly 666. Is this correct? If not feel free to submit an̵ ̵e̵x̵o̵r̵c̵i̵s̵m̵ bugfix PR.
Writing modern C++ be like: You: Writing a large and complex chunk of code using constexpr in C++17. compiler: Error this is not a constant expression You: Why? Where is the error? compiler: Fuck you
Would welcome feedback on this proposal, as this has been requested quite a lot for converting between full Godot native types and JSON: github.com/godotengine/go…
Worried you may have reference cycle leaks in GDScript, I opened this pull request with a tool to break them (free them) and report them. Feel free to test it in your projects and give feedback of how it works! github.com/godotengine/go…
Some little birds told us there was a certain #LudumDare coming up 🐤 Sounds like THE opportunity to get your hands dirty with the #GodotEngine if you haven't already 👀 Tag us in progress updates if you do! And participants, assemble in the replies ⬇️
Officially #MadeWithGodot 🎉
OMG, it's finally merged! Reflection probes in compatibility renderer for @godotengine.. This was a lot of fun to do, but oh boy, it sure took some time to get it over the finish line.. github.com/godotengine/go…
Don't do this, people. It helps no one and if anything pushes people away from our community.
GDQuest @NathanGDQuest
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With many new people learning about FOSS yesterday, we couldn't have timed our Development Fund refresh any better🧼🫧 fund.godotengine.org If you have as little as 5€ per month to spare, please consider becoming part of the base this project rests upon: community support.
First video in 3 years - Hope you like it! ☺️ youtu.be/EYt6uDr-PHQ #gamedev
Back to messing around with some dungeon wall ideas in #GodotEngine. Randomzing the tiles in the shader based on their positions, but still allowing them to snap together.
Making the research for the #GodotEngine 4.3 content, I totally forgot how cool it is to go through all the improvements in a tool and go in depth about how they work. My favorite one so far is @reduzio's Interactive Music features. What's yours?
@reduzio @basit_ayantunde And of course to not break the ABI we're gonna be stuck with both forever
Some little birds told us there was a certain #LudumDare coming up 🐤 Sounds like THE opportunity to get your hands dirty with the #GodotEngine if you haven't already 👀 Tag us in progress updates if you do! And participants, assemble in the replies ⬇️
Officially #MadeWithGodot 🎉
During Wednesday's Triple-I Initiative showcase, Mega Critic revealed Slay the Spire 2, the sequel to the wildly popular rogulite deckbuilder. bit.ly/3vDV4dd
OMG, it's finally merged! Reflection probes in compatibility renderer for @godotengine.. This was a lot of fun to do, but oh boy, it sure took some time to get it over the finish line.. github.com/godotengine/go…
@reduzio @EricLengyel @FlohOfWoe Unfortunately most of the API limitations I complained in our (Ubisoft) 2015 SIGGRAPH GPU-driven rendering presentations are still there. DX12 just introduced work graphs. Apple Metal 3.0 is able to write commands + bindings in compute shader. advances.realtimerendering.com/s2015/aaltonen…
Don't do this, people. It helps no one and if anything pushes people away from our community.
Received goodies and German/Bavarian snacks from @godotengine!!! 💙💙💙
My PR for ubershaders and pipeline pre-compilation for Godot is up as a draft (likely headed for 4.4). The benefits are immediately apparent when running a game for the first time without a driver cache. Most of the stutters are gone! Left is the current master, right is my PR.
What's your preferred form of doing composition in Godot? Child nodes, resources, exported node references, function libraries, or something else? What techniques do you use the most?
@reduzio Actually, one more thing, visibility of possible feature depreciation is invaluable too.
@reduzio Scream Tracker vibes
@reduzio had been working on an imporant enhancement to #GodotEngine: turning stray server threads (2D/3D physics and rendering) into tasks in the WorkerThreadPool. I've collaborated in such a recipe with a few spices, most importantly: github.com/godotengine/go… 🧵 1/n