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I'm an individual who thinks he's interested in gamedev, rendering and foss. I'm proudly from the Netherlands! 🇳🇱 🇪🇺 Download Jungle Demo on itch! 🌴

The Netherlands
Joined July 2019
Photo by WrobotGames (@wrobot123)Photo by WrobotGames (@wrobot123)Photo by WrobotGames (@wrobot123)Photo by WrobotGames (@wrobot123)Photo by WrobotGames (@wrobot123)Photo by WrobotGames (@wrobot123)Photo by WrobotGames (@wrobot123)Photo by WrobotGames (@wrobot123)Photo by WrobotGames (@wrobot123)Photo by WrobotGames (@wrobot123)
Jungle Demo V2 is out now! This update adds a FPS mode, much more ground detail, improved lighting and a lot of small changes! ✨🌴 #GodotEngine
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WrobotGames retweeted
One look at Godot's changelogs over the past year should show you how incredibly embarrassing it is that this billion dollar company can't accomplish anything at all other than whatever this humiliation ritual is. Completely detached from the wants and needs of their users.
Introducing Unity Spark — a new way to create a game, iterate on it with others, publish it, and play it - all without writing a line of code. You'll build with artist-created assets from the Unity Asset Store, and then you can take your game to the next level by refining it in a new web-based editor. Prompt it. Perfect it. Publish it. Inspired games, with artist-created assets, built on Unity. Closed beta coming soon.
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The sunset never looked so vibrant #Godot #GodotEngine
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Not sure why I never added the sun itself, but here it is! #GodotEngine
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Currently updating jungle demo to Godot 4.7, adding new stuff like HDR support. This made me realise just how bad screen recording HDR and uploading it to Youtube works.
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#Godot 4.6 is out, and all about your flow! This release puts your workflow first with a new theme, flexible docks, and dozens of UX improvements. Default Jolt Physics, revamped IK, better reflections, and more. Less wrestling with UI. More making games. godotengine.org/releases/4.6…
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Take a guess what package I've received...
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Awesome update! I'm especially loving all the editor changes.
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Wait a second, isn't that Godot?? Are they using Godot Engine as a map editor for Battlefield 6? What's going on?!?
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This is Engraving - a horror adventure game where you draw your own map to uncover the secrets of a cursed, shifting forest. It's a passion project I have been working on for two years now in the #GodotEngine Wishlist and Follow on Steam, I really appreciate it!
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DOGWALK, Blender Studio’s open project made with @blender and @godotengine, has been released! Play the game for free on Steam and Itch.io and access production assets, documentation and the source of the game by signing up on studio.blender.org #b3d
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I support Stop Killing Games, even though it threatens the ultimate nightmare scenario: Lawbreakers becoming playable
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This game was made with @godotengine by @BlenderStudio_ so you can already imagine how I feel about this 🤩 The game is super responsive and full of animation and life. I love to upset the little girl as a giant dog haha
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Congrats!
Terrain3D 1.0 has been released! Fully supporting #GodotEngine 4.4. We've reached "production ready" after 10 public releases over 1.5 years, with the help of over 30 contributors. This release comes with new features like... 🧵
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Godot Engine 4.4 is finally here! 🚀 Look forward to plenty of quality of life improvements hidden within this release. Faster load speeds, reduced stutter, streamlined processes, and more! godotengine.org/releases/4.4…
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This is awesome!
The Terrain3D Instancer now supports Levels of Detail (LODs) for greater performance in #GodotEngine. Your assets can have up to 10 LODs, though no more than 4 is recommended. The example has different colors and shapes to show the transitions, but normally your LODs will look very similar so that transitions won't be noticed. Godot supports fading between LODs, but it's broken, so we've disabled it for now until the engine is fixed. We also support a shadow impostor so you can render a highly detailed tree on LOD0, but calculate the shadows from a lower detailed LOD2. Changing LODs individually is not possible with MultimeshInstance3D. The blocks (cells) are sized at 32m, hard coded. Breaking up the MMIs allows us to cull them by frustum, occlusion or distance, and now show different LODs. You can manually set the view distance of each LOD. Now available in nightly builds, and coming in the next release. We're wrapping up a few more features like Geomorphing, which make LOD transitions for the ground mesh smoother. I'm looking at releasing 1.0 in March. 🤞
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AgX tonemapping was recently added to #GodotEngine , and with it we finally have proper neutral tonemapping! Notice on how with AgX (the left) more details in sky sky and the plushy are preserved, and how it looks less overly contrasty.
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I've noticed that I have typed sky twice, maybe this is my brain subconsciously rooting for the platform where the sky is oh so blue haha.🦋
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