TheDuckCow

TheDuckCow

@theduckcow.com

Plugin developer, gamedev, Animator, and creator of Moo-Ack! Productions | #MCprep #b3d #GodotEngine #vegan Working on @wheelstealgame.com

1.2K followers214 following462 posts

TheDuckCow reposted

Someone asked how to make a mountain pass road with the #godot road generator addon - key is to use @nate.moore.codes's lock xz rotation feature + the Terrain3D editor-visible collisions, plus some manual smoothing

This sequence of posts was a poetic comedy - also, I'm imagining a sega marketing boss asking the community lead like "how many people joined the discord?" "Nearly 1%" "percent of what?" "The human population on earth"

rj@rj.dcellgames.com

this has led to my name becoming a banned term on the server. what have you all DONE

Maybe I should always take a plane flight before releasing updates - being stuck in one place working offline, I managed to find and fix several bugs and simultaneously drop scene loading time from possibly seconds down to, like, instant? #godot

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But... while the "add_mesh" allows passing in a transform, the actual collision mesh doesn't, so they end up being misaligned. So, interface still has to do some live mesh transform, which adds some editor delay on loading the scene as it prepares the roads to be selectable.

Still, I was able to make a good chunk of the loading much faster by caching the generated scaled/transformed puzzle piece shapes. So, even with the more dynamic shape now, it's loading faster than the simple square one in the prior release 😎

Maybe I should always take a plane flight before releasing updates - being stuck in one place working offline, I managed to find and fix several bugs and simultaneously drop scene loading time from possibly seconds down to, like, instant? #godot

Especially the scene loading one - if I weren't trapped, would have missed it or at least not invested the same way to find the real culprit. Made it way better, though unfortunately, I am still line / arg short of a more *perfect* solution that would actually make scene reloading instant

More context: I recently introduced a "puzzle piece" gizmo UI. But the way Godot makes gizmos selectables, is you actually add create both visual and collision meshes. To make the roads likewise clickable to select, I previously merged road meshes + puzzle piece, turns out not necessar

Never did it before now. It's 9 games that "shaped me", does not mean these are all positive reviews - the last one was a real source of trauma for ME

Also that hot wheels game is seriously underrated, has one of the best 4-player split screen battle game modes of it's time imo, mario kart could never

In retrospect, I guess it's funny I didn't think of Minecraft, given all the time I've spent on plugin dev / music videos / and yeah playing it too. Though tbf I tried to pick only ones that I was playing before college. Sky children of light + Outer wilds would also be in the modern list.

idk who isn't already using source control for their #gamedev work but here's another compelling case for you: fixing bugs (regressions, in particular) #godot though really applies to any software/coding project

Some progress on a placement tool - cursor offset aside, it's already a nice improvement over the "spawn at the scene origin" way it was before. After the cursor offset, then to get the snapping system to work... aka fighting the undo/redo system ☠️ #godot #roads #addon

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Dynamic placement is working pretty well! Video shows off placement, snapping, undo, and bridging all working together. Can't believe I even got the modal operation it continue working while orbiting and panning around without side effects. #godot Will see if I can sneak in shift-multi placement 👀

Alright, I think that's a wrap - modal scene placement working super well now for the #godot road generator #addon. Best of all, feature will be reusable for prop/decoration placements in the next release to! Release coming soon

Some progress on a placement tool - cursor offset aside, it's already a nice improvement over the "spawn at the scene origin" way it was before. After the cursor offset, then to get the snapping system to work... aka fighting the undo/redo system ☠️ #godot #roads #addon

Making good progress! Fixed the offset, have an idea how to get snapping to work.. though, maybe I should tell the plugin to calm down a bit on the snapping bit #godot #plugin #road #generation

While the #godot road generator's RoadPoint is meant to be directionally agnostic, it does help for troubleshooting to know which was is "forward". Finally got around to implementing this little puzzle-piece motif in the gizmo itself to visually help with that - work in progress

While there's not much to my entry, I'm nonetheless happy I contributed to this Godot milestone (also, I'll admit being a bit proud for ranking in the top ~15% for artwork at least!) theduckcow.itch.io/gmtk26-paper...

Game Maker's Toolkit@gamemakerstoolkit.com

Well, it finally happened! After 9 years of Unity dominance, Godot was the most used game engine for GMTK Game Jam 2026 submissions. 🤖 Godot - 47% 🎮 Unity - 34% 🛠️GameMaker - 5% 🚀 Unreal Engine - 3% ✨ Other - 11%

Also finally had a good excuse to do that thing where you make your itch io embed game perfectly match up with the surrounding page, took some finagling but nice to have that figured out

TheDuckCow reposted

What better way is there to deliver a #devlog, than with visuals the last #godot Road Generator release? Includes a feature that even got reported on by 80 Level 😱 Say hello to intersection road lanes: www.patreon.com/WheelStealGa... (free as always to view)

patreon.comJuly Devlog | Wheel Steal GameHope this "cool devlog" can help combat the summer heat, we've some fun visuals of the recent Road Generator release. New devlog schedule Fi

Just merged: traffic lanes for procedural intersection, yet another community edition! Really love it when contributors come along and are so open to feedback and going through the iterations to make something just work great like this. #godot #plugin

On a binge to try every #godot vehicle/car physics template/addon, to compare them + my own prior attempts. Anyone have any favorites? Made your own car controller? Just using stock Vehiclebody 3D? (GEVP pictured here, one I've liked more so far, placed into Road Generator demo scenes)

I've found a number of car controllers at first seem to work well, and even have their own demo scenes handling individual ramps/jumps ok, but then when placed onto a terrain or road with actual smoothed height variances (like the clip's second scene), they often really break down with handling

Also the way I even found out is so random. I was curious to see how much git storage each of the repos is using where I'm an owner, and saw it also shows me ones I've got edit access to. Then leading to "what are all these third party repos I've got edit access to??" and by chance clicking this one

TheDuckCow reposted

Climate.us is live. Built by members of the team behind Climate.gov, this new independent nonprofit website keeps trusted climate information easy to find, easy to use, and harder to erase. #ClimateForUs #ClimateUS

Very happy someone is taking on the challenge of procedural intersection lane connections. My brain is now not so happy after spending all this time thinking through the simplest yet robust approach to give 🤪 let's see if this still makes sense to me tomorrow morning github.com/TheDuckCow/g...

The "Simple intersection lanes, in and out. 20 minute adventure" is actually coming along quite nicely! 105% credit goes to tmesser, I'm just the one making the nitpicks 😎 Won't cover 100% of intersection setups, but should work nicely for most cases + users can hand add additional lanes #godot

Oh neat, I just now realized there are badges on the #Blender project/source control site, I've even collected a few over the years. Throwback to the Blender rocket ship, I've actually still got mine!