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#liblast — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #liblast, aggregated by home.social.

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  1. Note that this is NOT modifying wall geometry. It does not affect collision. It combines a flat circular mask object that marks 1 in stencil buffer, then a cone that uses reverse depth test and stencil test for value 1. There's an added decal projector that only affects the walls to add scorch and burn marks to complete the effect. Overlapping holes don't look good, neither ones put on edges of walls so some checks would be needed. Needs some debris!
    I eventually want to put this into #Liblast

  2. Note that this is NOT modifying wall geometry. It does not affect collision. It combines a flat circular mask object that marks 1 in stencil buffer, then a cone that uses reverse depth test and stencil test for value 1. There's an added decal projector that only affects the walls to add scorch and burn marks to complete the effect. Overlapping holes don't look good, neither ones put on edges of walls so some checks would be needed. Needs some debris!
    I eventually want to put this into #Liblast

  3. Thoughts about making Liblast Dramework useful for 2D games and anything else than first-person shooters. Separate the core that is agnostic to game type and space and put 3D stuff into a separate Godot add-on that can be used in conjunction... Also some information about the 2D game I'm working on as a side project.
    Enjoy!
    - unfa

    youtu.be/Eaz9O2SmO-c

    #Liblast #Godot #GodotEngine

  4. Thoughts about making Liblast Dramework useful for 2D games and anything else than first-person shooters. Separate the core that is agnostic to game type and space and put 3D stuff into a separate Godot add-on that can be used in conjunction... Also some information about the 2D game I'm working on as a side project.
    Enjoy!
    - unfa

    youtu.be/Eaz9O2SmO-c

    #Liblast #Godot #GodotEngine

  5. All my work on Liblast is halted due to a blocking freeze bug.

    I have a live presentation and workshop coming up in 4 weeks that depends on this tech, and I can't do anything at the moment.

    In case you're familiar with Godot's C++ side or debugging C++ software in general, maybe you can help me out of this ditch?
    Help!

    github.com/godotengine/godot/i

    Spreading the word is often a great help as well!

    #Liblast #Help #Godot #GodotEngine

  6. All my work on Liblast is halted due to a blocking freeze bug.

    I have a live presentation and workshop coming up in 4 weeks that depends on this tech, and I can't do anything at the moment.

    In case you're familiar with Godot's C++ side or debugging C++ software in general, maybe you can help me out of this ditch?
    Help!

    github.com/godotengine/godot/i

    Spreading the word is often a great help as well!

    #Liblast #Help #Godot #GodotEngine

  7. I've made some channels in our Zulip web-public, so anybody from the Internet can read without making an account there!

    liblast.zulipchat.com/#narrow/

    This is possible thanks to the generous sponsorship from Zulip! Thanks!
    #Zulip #Liblast

  8. I've made some channels in our Zulip web-public, so anybody from the Internet can read without making an account there!

    liblast.zulipchat.com/#narrow/

    This is possible thanks to the generous sponsorship from Zulip! Thanks!
    #Zulip #Liblast

  9. Stretching our 3D asset pipeline by fleshing out the test level Drill with custom props. No unique textures added for these models.
    - unfa
    #Godot #Art #3D #Liblast

  10. Stretching our 3D asset pipeline by fleshing out the test level Drill with custom props. No unique textures added for these models.
    - unfa
    #Godot #Art #3D #Liblast

  11. Booked my hotel for #LibreGraphicsMeeting 2026. I'm a bit short on money lately, but thankfully my recent music sales (courtesy of album premiere) paid for the hotel. Thank you!
    This enabled me to bring my work on improving FOSS game development forward and get more eyes on it, so more indie game developers can break out of golden cages of proprietary software!
    #Liblast #Blender #Godot #FOSS

  12. Booked my hotel for #LibreGraphicsMeeting 2026. I'm a bit short on money lately, but thankfully my recent music sales (courtesy of album premiere) paid for the hotel. Thank you!
    This enabled me to bring my work on improving FOSS game development forward and get more eyes on it, so more indie game developers can break out of golden cages of proprietary software!
    #Liblast #Blender #Godot #FOSS

  13. Booking my flight and room for #LibreGraphicsMeeting to show Liblast to the world!
    I'm going to do a presentation and a workshop during which me and the audience will make some 3D assets using our sick pipeline. The event will be streamed live, so either GetOverHere or GetInTheChair!

    libregraphicsmeeting.org/2026/

    - unfa

    #Liblast #LiblastFramework #Godot #GodotEngine #Blender #Blender3D

  14. Booking my flight and room for #LibreGraphicsMeeting to show Liblast to the world!
    I'm going to do a presentation and a workshop during which me and the audience will make some 3D assets using our sick pipeline. The event will be streamed live, so either GetOverHere or GetInTheChair!

    libregraphicsmeeting.org/2026/

    - unfa

    #Liblast #LiblastFramework #Godot #GodotEngine #Blender #Blender3D

  15. Improved crosshair. The circle size is set in degrees and depends on camera FOV and viewport size.
    This means if the weapon spread is later tied to the circle size, it will reliably show area of spread, no matter what camera FOV and resolution the game is running at.
    #Godot4 #Liblast #FPS #IndieGame #OpenSource

  16. Improved crosshair. The circle size is set in degrees and depends on camera FOV and viewport size.
    This means if the weapon spread is later tied to the circle size, it will reliably show area of spread, no matter what camera FOV and resolution the game is running at.
    #Godot4 #Liblast #FPS #IndieGame #OpenSource

  17. Running the game on super underpowered systems is always so satisfying!
    Here's Liblast on ASUS T1000AH tablet running test level at 50 FPS. It crashed soon after, but it did run smoothly for a moment :D Arch Linux and Cage. can't find a way to make this screen landscape though.
    #indiegame #tinkering #Linux #Liblast

  18. Running the game on super underpowered systems is always so satisfying!
    Here's Liblast on ASUS T1000AH tablet running test level at 50 FPS. It crashed soon after, but it did run smoothly for a moment :D Arch Linux and Cage. can't find a way to make this screen landscape though.
    #indiegame #tinkering #Linux #Liblast

  19. What if we just use the world model as view model and attach our camera to the model's head?
    - unfa
    #liblast #Godot #Godot4

  20. What if we just use the world model as view model and attach our camera to the model's head?
    - unfa
    #liblast #Godot #Godot4

  21. Just for fun - running #Liblast on my #Fairphone6.
    A long way home, but it does run! It's not playable or controllable even unless you have a BT keyboard and mouse, but it does run with only minor *unexpected* problems...
    #Godot #GodotEngine

  22. Just for fun - running #Liblast on my #Fairphone6.
    A long way home, but it does run! It's not playable or controllable even unless you have a BT keyboard and mouse, but it does run with only minor *unexpected* problems...
    #Godot #GodotEngine

  23. Hardsurface detailing atlas for #Liblast. Made with #Blender and #GrabDoc add-on and post-processed with #MaterialMaker. This is to work with a special #ubershader to let low / mid-poly models look almost hero-like :)

    On the left a pre-vis of the final texture on geometry prepared for #DreamUV , on the right source geometry used to bake intermediate maps.

    The final texture is in CXOY channel-packing layout. One texture merging curvature, normal and AO parameters.

    #TechArt #Godot

    - unfa

  24. Hardsurface detailing atlas for #Liblast. Made with #Blender and #GrabDoc add-on and post-processed with #MaterialMaker. This is to work with a special #ubershader to let low / mid-poly models look almost hero-like :)

    On the left a pre-vis of the final texture on geometry prepared for #DreamUV , on the right source geometry used to bake intermediate maps.

    The final texture is in CXOY channel-packing layout. One texture merging curvature, normal and AO parameters.

    #TechArt #Godot

    - unfa

  25. I am working on a new single-player game. It's a great test bed for technology and #FOSS based workflow I have created for @liblast but I wanted to create a short, complete experience, and release that as a commercial game. If that succeeds, it will bring me one step closer to doing open-source- and Linux-based game development full time. I'll also bring my work back into #Liblast and #LiblastFramework so it's available for all. Who knows, maybe I could even get back to making video tutorials?

  26. I am working on a new single-player game. It's a great test bed for technology and #FOSS based workflow I have created for @liblast but I wanted to create a short, complete experience, and release that as a commercial game. If that succeeds, it will bring me one step closer to doing open-source- and Linux-based game development full time. I'll also bring my work back into #Liblast and #LiblastFramework so it's available for all. Who knows, maybe I could even get back to making video tutorials?

  27. Sometimes we just wanna make a fun thing, even if it's not necessary by any means...

    Like randomized serial numbers on weapons. Together with randomized wear patterns on them - gives a nice organic feel to it. Every single gun is unique!

    That's stuff you can do very easily in Liblast Framework using our Ubershader.

    The serial number is not a decal or a Label3D, it's part of the material.

    The models are of course totally placeholder (just Godot primitives).

    - unfa

    #Liblast #IndieDev #Godot

  28. Sometimes we just wanna make a fun thing, even if it's not necessary by any means...

    Like randomized serial numbers on weapons. Together with randomized wear patterns on them - gives a nice organic feel to it. Every single gun is unique!

    That's stuff you can do very easily in Liblast Framework using our Ubershader.

    The serial number is not a decal or a Label3D, it's part of the material.

    The models are of course totally placeholder (just Godot primitives).

    - unfa

    #Liblast #IndieDev #Godot

  29. The new Entity, World State and Replication system is working!

    Here it's syncing 24 cubes and two movers (the chars are not based on entities yet) from a server to 3 clients.

    The server's world state is authoritative - clients merely follow updates they get.

    Super simple for now - full world state is sent to all clients every server tick.

    Not optimal or resilient at all - there is a lot of work ahead!

    youtu.be/Sc42ebGX_YU

    #Liblast #IndieDev #IndieGame #Godot #GodotEngine #FPS

    - unfa

  30. The new Entity, World State and Replication system is working!

    Here it's syncing 24 cubes and two movers (the chars are not based on entities yet) from a server to 3 clients.

    The server's world state is authoritative - clients merely follow updates they get.

    Super simple for now - full world state is sent to all clients every server tick.

    Not optimal or resilient at all - there is a lot of work ahead!

    youtu.be/Sc42ebGX_YU

    #Liblast #IndieDev #IndieGame #Godot #GodotEngine #FPS

    - unfa

  31. If you wonder what is my creative outlet lately - well, it's my FOSS game project called Liblast.

    libla.st / @liblast

    The idea is to make a libre online first-person shooter game that is made 100% with libre software, having all the source files (also for assets!) be available under CC0.

    My Codeberg activity graph is actually looking kinda nice, I forgot these exist and saw that randomly and thought: hey, I am doing things!

    codeberg.org/Liblast

    #unfa #Liblast

  32. If you wonder what is my creative outlet lately - well, it's my FOSS game project called Liblast.

    libla.st / @liblast

    The idea is to make a libre online first-person shooter game that is made 100% with libre software, having all the source files (also for assets!) be available under CC0.

    My Codeberg activity graph is actually looking kinda nice, I forgot these exist and saw that randomly and thought: hey, I am doing things!

    codeberg.org/Liblast

    #unfa #Liblast

  33. Heck yeah! The SharedTime feature of #Liblast #Framework that establishes a common time reference so clients can time events in server's time seems to finally work as expected. This took a lot of debugging, but it's here!

    Of course this is only via loopback on a single machine, so only using this over the internet will tell if my code is any good...

    So far I'm happy with the results :D

    This is not yet in the main branch of the git repo, there's more coming ;)

    - unfa

    codeberg.org/Liblast/liblast-f

  34. Heck yeah! The SharedTime feature of #Liblast #Framework that establishes a common time reference so clients can time events in server's time seems to finally work as expected. This took a lot of debugging, but it's here!

    Of course this is only via loopback on a single machine, so only using this over the internet will tell if my code is any good...

    So far I'm happy with the results :D

    This is not yet in the main branch of the git repo, there's more coming ;)

    - unfa

    codeberg.org/Liblast/liblast-f

  35. Inching forward. For now just trying to get this to work in the simplest way possible. Basic FPS game networking - character movement first.

    - unfa

    #Networking #Godot #IndieDev #Liblast

  36. Inching forward. For now just trying to get this to work in the simplest way possible. Basic FPS game networking - character movement first.

    - unfa

    #Networking #Godot #IndieDev #Liblast

  37. New development update video!

    youtu.be/pvjU2Sc9Tms

    I'm working on networking.
    Big Brain Energy needed. I've read and studied a lot about networking in FPS games throughout the years, but my own implementations so far have been rather unimpressive.

    You think I can knock it out of he park this time around? I've been doing Liblast for 5 years now, this is the 4th from-the-ground-up iteration of the project. I hope I've learned my lesson by now...

    - unfa

    #Liblast #GameDev #IndieDev #Godot

  38. New development update video!

    youtu.be/pvjU2Sc9Tms

    I'm working on networking.
    Big Brain Energy needed. I've read and studied a lot about networking in FPS games throughout the years, but my own implementations so far have been rather unimpressive.

    You think I can knock it out of he park this time around? I've been doing Liblast for 5 years now, this is the 4th from-the-ground-up iteration of the project. I hope I've learned my lesson by now...

    - unfa

    #Liblast #GameDev #IndieDev #Godot