Kevin Deyne

Kevin Deyne

kevindeyne.bsky.social

Software Engineer, Architect in training, sometimes Writer, sometimes GameDev. Opinions expressed are solely my own. He/him.

👤 Joined on 06 July 2026

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171

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📜 Kullanıcı Geçmişi

  • 06 Tem 2026, 23:41
    🎉 Bluesky'e katıldı - İlk kullanıcı adı: @kevindeyne.bsky.social

❤️ Beğendiği Gönderiler

Sapphire
16 October 2026 21:45

Basically. Range is how far to project, normalized attenuation is how quickly it fades, with 1 being to the extent of the range If your light isn't affecting far away geometry, increase the `range` if it's an omni. docs.godotengine.org/en/stable/tu...

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@tetronimike.bsky.social, @skrimbus.bsky.social, and I are building a working movie theater for our upcoming video game. Other things we're building for it: * A bookstore * A set of impossible shapes * A fountain * A carnival game * 100 keys * Etc. #gamedev #indiedev

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Prodigle
03 October 2026 21:39

Rare feeling of working on something that's getting me kind of excited #IndieGame #GameDev #Godot #DarkFantasy #ScreenshotSaturday

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As a part of the Czech village nostalgia maxxing I added some socialist farms (JZD) and larger socialist buildings I can see the decline of this sandbox already #indiedev #gamedev

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29 September 2026 16:28

I use func_godot's mesh metadata feature that gives a map of face id => texture name then I build a map of texture name => "game material" (a custom Resource pointing to an AudioStream) I can then get the face id through a raycast => "game material" => AudioStream to play !

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