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Stanislav Vorobiov
928 posts

Stanislav Vorobiov
@Shephf
I made Trigger Time: https://t.co/mYYctywQaM and working on The Mission: https://t.co/X3QPnA2GSL
Spain Присоединился Nisan 2016
145 Подписки488 Подписчики

@TheDaddyCage @godotengine Much better tools. In my own engine I used third-party tools separately: R.U.B.E for physics, Spine for animations, GDX for particles, etc. and glued things together inside the engine. It's really hard to iterate this way. In godot it's all integrated - I have a lot more control
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@Shephf @godotengine I didnt see the original post so sorry of im asking about something you've already explained.
What made you switch to godot?
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"The Mission" -> @godotengine porting continues. Ported my tentacle system this weekend and made some physically interactive grass with it.
#gamedev #indiedev
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WTF is wrong with #qtcreator, for some fucking reason I don't see <Headers> in my project view anymore no matter what I do... I didn't update or change anything, it's just a usual CMake project on Ubuntu 24.04 with stock QtCreator...
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And another "The Mission" porting to @godotengine weekend :) Started porting "visual" stuff like the ground, grass, etc. Haven't done much actually, just some very basic stuff using godot's stock Polygon2D and Line2D
#gamedev #indiedev
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Finally got Spine working in @godotengine the way I want it! Bone -> Node follow works smoothly with physics and IK. "The Mission" porting continues :)
#gamedev #indiedev
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@X wtf ??? I just wrote a post about @GeniviaInc making shitty tools, why ? Because they make shitty tools and sell them for money. And my post just got fucking quietly swallowed, it didn't appear... So much for the freedom of speech...
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@GeniviaInc I'm so sick of your shitty tools. I just want to fucking regenerate wsdl and every time I need to run wsdl2h literally 30+ times because it randomly fails with this bullshit. github is ok, it serves files just fine. How hard can this be to just download files in 2026

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Continue porting "The Mission" to @godotengine. Ported shooting, breakable stones and damage flash. Damage flash is a quick hack via modulate for now, need to make proper white flash via custom shader.
#gamedev #indiedev
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Another #gamedev weekend, porting "The Mission" to @godotengine. Good progress, I got every detail of the player working right, stability issues have been solved as well. It now basically behaves as in the original demo!
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I'm thinking about reviving my #gamedev, started porting "The Mission" from my custom engine to @godotengine. It's a pain actually, but it got a bit better after I started using rapier physics. Btw, I tried porting using claude code first, it failed miserably
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New issue of @pagedout_zine is out - pagedout.institute/download/Paged…
I wrote an article there about LALR(1) parsers (it's on page 53), it was an interesting experience, will probably write more on some more advanced topics. I have a few in mind, just need to fit it on one page)
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Parsing expressions is a pretty nice exercise for programmers! kudos to @Shephf for this article! I understand sometimes flex+bison, or using LLVM for certain uses is overkill.
I read some time ago about using lists instead of trees to store expressions, saving memory..

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@Department_wiz and they forwarded me to some stupid ai assistant that didn't help... i just wasted more of my time, fuck this, i'll just search for tickets some place else. the era of fucking ai...
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We’ve just made history at Wizz Air! ✈️
On August 1st, we proudly celebrated the inaugural flight from London Gatwick to Medina 🇬🇧 🇸🇦
This marks a historic milestone - we are the first airline to offer a direct connection between London and the Holy City of Medina, a destination renowned for its deep religious and cultural significance.
We are honoured to bring people together across continents, and can’t wait to hear our passengers' stories about their journeys to this remarkable destination.
@SaudiEmbassyUK
@tibahairports
@Gatwick_Airport




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