Evan Todd retweeted
The 4.8 release cycle reaches an ever-important milestone with its very first beta snapshot: #GodotEngine 4.8 beta 1 arrives! 🎉
We've prepared a feature-packed blog post showcasing the main highlights for this new version:
godotengine.org/article/dev-…
Evan Todd retweeted
#GodotEngine 4.5 has finally arrived! 🎉
With this new release, we made meticulous efforts in order to amplify what is possible to do with our engine, guided by our goal of making gaming and game development for everyone!
godotengine.org/releases/4.5…
Evan Todd retweeted
Godot Engine 4.4 is finally here! 🚀
Look forward to plenty of quality of life improvements hidden within this release. Faster load speeds, reduced stutter, streamlined processes, and more!
godotengine.org/releases/4.4…
Evan Todd retweeted
Merged!
Replying to @dariosamo
You can find the technical details here. Still lots to be done!
github.com/godotengine/godot…
Evan Todd retweeted
This 500-year-old portrait may seem ordinary, but it's one of the most mysterious in history.
There's so much detail that you can read every musical note on this small page.
But look closer — an unsettling secret is hiding in plain sight... 🧵
Evan Todd retweeted
This is such a crazy site. You can view entire levels and fly around in them for many video games. I wish there was a way that every studio did this after releases.
noclip.website/
Evan Todd retweeted
I had a brain fart and wrote something up about the gamedev fatigue past some time in the industry.
Though it likely applies to any creative industry.
mrhelmut.notion.site/The-gam…
Evan Todd retweeted
Realistic realtime volumetric clouds in #Godot and available for free on Github 🤯
github.com/Platinguin/Godot-…
Evan Todd retweeted
Blender Foundation and the online developers community are proud to present Blender 4.2 LTS!
Packed with features and improvements ready to power your projects for the next two years.
📖 What's new: blender.org/download/release…
🧡 Donate to Blender at fund.blender.org #b3d
Evan Todd retweeted
Here's a list of all the #GodotEngine addons I'm using in my unannounced title, including a few of my own.
First up, sphynx's new motion blur addon. It's so beautiful. Link in thread
Evan Todd retweeted
Per-pixel motion blur in #GodotEngine, thanks to sphynx!
github.com/sphynx-owner/JFA_…
Interested in helping to discuss, test, and maybe even implement per-pixel motion blur in Godot? We've got a workgroup in the Godot VFX Discord, join us there!
discord.gg/4HgzZrRwcx
Evan Todd retweeted
Wrote a tiny Godot plugin for placing assets on collision geometry! Instructions: just hold Alt.
Evan Todd retweeted
To counter all these bad news, toxic outrage and dumbed down things, have some art in your timeline. 🌿
Take care.
Evan Todd retweeted
Act on press
This is a UI design hill I will die on, and it dismays me how often and hard I have had to fight for it.
Almost all interaction methods have a “press” and “release” event associated with them. Whenever possible, you should “do the thing” when you get the press event instead of waiting for the release event, because it makes the interaction feel substantially more responsive, and it reduces user errors by not allowing the focus to slide out of the hot box between press and release.
Even a “ballistic tap”, where your finger is intentionally bouncing off the button or touch surface, involves several tens of milliseconds delay between the press and release, and most button presses have well over a hundred ms dwell time. There is a delight in interfaces that feel like they respond instantly to your wishes, and the benefit to every single user is often more important than additional niche features.
Game developers, with simple UI toolkits, tend to get this right more often, but “sophisticated” app designers will often fight hard against it because it is mostly incompatible with options like interactive touch scrolling views, long press menus, and drag and drop.
Being able to drag scroll a web page or view with interactive controls in it is here to stay, and nets out way better than having to use a separate scroll bar, but there are still tons of fixed position controls that should act on press, and it is good UI design to favor them when possible.
In the early days of mobile VR, the system keyboard was a dedicated little OpenGL app that responded instantly. With full internationalization it became prudent to turn it into a conventional Android app, but the default act-on-release button behavior made it feel noticeably crappier. The design team resisted a push to change it, and insisted on commissioning a user study, which is a corporate politics ploy to bury something. I was irritated at how they tried to use leading questions and tasks, but It still came back one of the clearest slam-dunks I have seen for user testing – objectively less typos, expressed preference, and interview comments about the act-on-press version feeling “crisper” and “more responsive”.
So, I won that one, but the remaining times I brought it up for other interfaces, I did not, and you still see act-on-release throughout the Meta VR system interfaces.




































