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Casual Garage Coder

@casualgaragecoder.com

Indie game developer. https://linktr.ee/casualgaragecoder Co-founder of the Godot Barn @thegodotbarn.com Top-chatter at https://bsky.app/profile/indieverse.bsky.social

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Latest posts by Casual Garage Coder @casualgaragecoder.com

#GodotEngine graph editor nodes are so useful ! I think I'll use them for basic low-poly procedural mesh generation (... blender geometry nodes port to godot later ? πŸ˜…)

12.03.2026 14:26 πŸ‘ 6 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

It's totally made out of built-in nodes only.

11.03.2026 21:21 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Oh, perhaps not at this extent.

11.03.2026 20:31 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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As i feared, It's a mess πŸ˜…
Plus, I need basic QoL features like copy/paste cluster of node.
And certainly use GraphFrame.
But most importantly, "Proxy Bus" nodes.
#Godot #gamedev #procgen

11.03.2026 20:25 πŸ‘ 9 πŸ” 1 πŸ’¬ 1 πŸ“Œ 0
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The Flora Cellular Automaton Rules Editor is fully functional, even tho it lacks some QoL. Still working on Load/Save. It's a matter of minutes before I finish it.
Next, FUN: compile the content of this graph to a script, a compute shader or other and apply to terrain. #Godot #gamedev #procgen

11.03.2026 18:28 πŸ‘ 13 πŸ” 3 πŸ’¬ 0 πŸ“Œ 0

Te in-app purchase must be me, from the doctor waiting room, coping with anxiety thanks to your game. Totally deserved πŸ‘

11.03.2026 08:29 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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In #Godot editor, you can create a new scene from previous copied nodes.

I've totally overlooked that feature until now !

#GodotTips

09.03.2026 08:09 πŸ‘ 23 πŸ” 1 πŸ’¬ 2 πŸ“Œ 0
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Flora cellular automaton rules editor is on its way to be fully operational. #progcen #godot #gamedev #solodev

08.03.2026 21:24 πŸ‘ 29 πŸ” 4 πŸ’¬ 0 πŸ“Œ 0

What do you think about having an in-game graph editor for some gameplay features ? I'm asking myself about it ... perhaps not as a central feature. Perhaps more as an optional editor if the player want to customize their experience further. πŸ€” I fear it could be too "heavyweight". #Godot #uiux

03.03.2026 09:47 πŸ‘ 6 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Definitely blue for now. Hoping for yellow.

02.03.2026 10:56 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Same here ;)

02.03.2026 10:51 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Trying to keep up the pace. Not easy those days with health issues, but i hope I'll be able to make some devlog on YT, even tho it seems to be a tremendous task ...

02.03.2026 10:50 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

That sounds really promising ! Good job here. Any plan to carve such runes for other players to discover and perhaps unravel other players' mysteries/clues left behind ?

27.02.2026 18:43 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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Out here typing in Doonrunes

Pretty fun.

#gamedev #indiedev #socialgame #godotengine #solodev

27.02.2026 17:09 πŸ‘ 16 πŸ” 5 πŸ’¬ 0 πŸ“Œ 0

So, players will eventually establish a convention to communicate ?

27.02.2026 18:38 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

I see. I'm "cheating" a bit cause I've chosen to constrain my terrain to something between 128x128 and 512x512. The player itself is scaled to 0.1 . But everything is justified by the lore ;) That old trick πŸ˜…

27.02.2026 18:36 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Only for terrain data. The terrain mesh, however, is computed once with the LoD and seams. Then you just have to "slide"(offset+rotation) the terrain data on it, and the vertex shader update the vertices heights. So, no CPU-based LoD, just terrain data streaming.

27.02.2026 17:39 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Ever tried the "wandering terrain" technique?

27.02.2026 17:23 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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My tool to design flora cellular automata is progressing well. I love how #Godot already has so many nodes to make things easier, even putting 3D viewports in GraphNodes ! #gamedev #procgen

26.02.2026 13:56 πŸ‘ 13 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

It's a good contender indeed πŸ˜‰

24.02.2026 11:03 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

With #Godot, you can make addons to add features to the IDE as tools to develop your game. But i prefer to make 'out of editor' tools because i secretly hope it'd lead to a "tool-as-a-game" (can we say TaaG ? πŸ˜‰). It takes longer to make, but the potential benefit is so tempting !

24.02.2026 10:52 πŸ‘ 7 πŸ” 0 πŸ’¬ 2 πŸ“Œ 0

Oh, ok. So there's some kind of data retention (like double buffering ?)

24.02.2026 10:39 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

So, the shore mask is like a vector field ?

23.02.2026 22:05 πŸ‘ 1 πŸ” 0 πŸ’¬ 2 πŸ“Œ 0

It won't, not on our watch ;) Perhaps I should take some time to review PRs and assess if they are AI slopped or not ...

22.02.2026 21:50 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Should have done it earlier. I was a long time supporter back in the days and never took the time to renew the membership at the foundation. Now, it's fixed :
#Godot

22.02.2026 20:01 πŸ‘ 17 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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Let's start something new. I only have access to a low-end laptop. Time to work of my flora cellular automaton definition builder. Let's make something practical to use, with very short workflow. The `GraphEdit` node is fun to use, isn't it ? #godot #procgen

22.02.2026 19:41 πŸ‘ 3 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0

Mens sana in corpore sano ;)

22.02.2026 17:36 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

I'm struggling to transform a macro-path so a smooth path correlated to the terrain bicubic BΓ©zier interpolation. Nominal cases work like a charm. But as always, there's edge cases : local minimum or smoothing deviating too much from the original path. And i'm still failing ... #gamedev #headache

21.02.2026 19:39 πŸ‘ 5 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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a close up of a man 's face with his eyes closed ALT: a close up of a man 's face with his eyes closed

I think I've found the issue ... and I'm sooooo dumb to not have found it ...

20.02.2026 20:42 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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The struggle is real. I've tried 3 different methods.
1. Following terrain normals (fail if the source is unluckily placed),
2. Supersampling terrain and do some pathfinding (it's ugly).
3. Use terrain normals + macro paths and heuristics as a trade-off (per use-case tweaks). #procgen #godot

20.02.2026 20:32 πŸ‘ 5 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0