HungryProton (@HungryProton) header
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Hobbyist game developer, I make add-ons for the #GodotEngine ! https://teapaw.org/t.co/It5zZAQyGO

Europe
Joined March 2019
Photo by HungryProton (@HungryProton)Photo by HungryProton (@HungryProton)Photo by HungryProton (@HungryProton)Photo by HungryProton (@HungryProton)Photo by HungryProton (@HungryProton)Photo by HungryProton (@HungryProton)Photo by HungryProton (@HungryProton)Photo by HungryProton (@HungryProton)Photo by HungryProton (@HungryProton)Photo by HungryProton (@HungryProton)
As you may have noticed, I love spending an absurd amount of time making grass for this game 😌 (And explosions too) #screenshotsaturday #GodotEngine #indiegamedev
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Looking at how things are going over here, you can also find me on the other blue site and Mastodon: linktr.ee/hungryproton (I might post stuff here from time to time, but it won't really be any different considering how few tweets I've made this year...)
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Slowly getting back into Scatter, a new update is available: + Fixes compatibility with Godot 4.2 + Mesh resources are no longer duplicated when it's not necessary + Improves ScatterCache node performance
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I really, really hate to ask for financial help, but my employer has not paid me in almost two months now, and I just can't keep up anymore 😟 If you enjoy ProtonScatter or my other works, consider supporting me through my Ko-fi page if you can 🙏ko-fi.com/hungryproton
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I'm a Software Engineer by trade, but if you are a studio looking to hire a remote* #GodotEngine developer, I've been using the engine since 2019. I can make custom tools, gameplay programming and 3D VFX among other things. github.com/HungryProton/
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(*If your office happens to be near Bordeaux - France, I can be there in person too)
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Using ProtonScatter for Godot 4? It got a lot of updates recently, including: - Automatic multimesh splitting - Performance and memory fixes (the tool no longer leaves orphan nodes behind) - And more! #GodotEngine #gamedev
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I'm juggling between way too many projects lately, but I'm still making progress on my little procedural mesh generator. Now it got a (very WIP) Live Sync plugin for Godot 4! #ProtonGraph #godotengine
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Although it works, It's nowhere usable yet. I still have so many edge cases to fix and a lot of features to add to ProtonGraph to make it actually useful. But it's getting there!
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Experimenting with facial features as separate meshes: They're placed inside the character's head, but show through the hair thanks to shader trickery! #godotengine #indiedev
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New feature for #ProtonGraph : Fields! Think of them as functions running multiple times in the graph. (I'm bad at explaining stuff, but this is really just the same thing as in Blender's Geometry Nodes)
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The full graph is evaluated once, but the yellow part recomputes a new value as many times as requested. Here we're taking a grid of points and adding a random offset to each item. This system gives you a lot more flexibility with fewer nodes overall.
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Still early WIP though, but I'm hoping to ship a new build next week with some examples.
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I'm finally happy with how this little scene is turning! 😄 #GodotEngine
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It gets a bit messy in the editor with so many scatter shapes in the same place, but I'm still working on usability before submitting it to the asset lib.
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Making some models for the next Scatter update. Soon, you too could be procedurally placing dumb props everywhere 😛 #GodotEngine
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As far as I'm aware, all known bugs are fixed (and I can't wait for people to discover new ones after 5 seconds of use 😅) Docs are almost done too so if you want to check out the Godot 4 version: github.com/HungryProton/scat…
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