Stats

3
Projects
18
Devlogs
40
Votes
2
Ships

Coding Time

All Time: 42h 57m
Today: 0h 0m

Member Since

June 17, 2025

Badges

1
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Maiden Voyage
you shipped your first project! the journey begins...

Projects

3
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4 devlogs 4 days ago
Gravity Simulation
4 devlogs 27 days ago
Minecraft Server Utilities
10 devlogs about 2 months ago

Activity

Fixed a bug in the antialiasing causing it to not overlay the current render over the last frame properly.
Despite my multiple hours contemplating how to implement the progressive AA in my last devlog, I found it hard to find a way to make the effect multipass in Godot. I previously tried to set the texture of a second screen texture to the last render, but what I should have done is set it to the last overall frame, so that the effect actually overlays properly. I didn't notice this and simply thought my implementation was subpar, but you can tell the difference looking at the edge of the sphere in the screenshots.

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Attempted to implement a progressive antialiasing method on the raytraced output, but I'm not sure that it was worth the time or effort. The end result does have less jagged edges, but the image is somewhat jittery. It works by shifting the render slightly every frame and then overlaying it over previous frames. I tried to put it in a seperate shader, but found that the way I wanted it to work, it would only work in the main compute shader

I may later implement SSAA or a custom MSAA, but that would require some work and I have alreayd wasted a lot of time on this

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Implemented basic ray tracing with a global ground plane and a sphere. I took a long time to debug this partly due to a stupid mistake on my part, where I forgot to move the Camera3D above the ground plane, making me think that my code wasn't functional, so the time spend on this is somewhat (unintentionally) inflated due to my idiocy and me not thinking to check the sceneview for debugging and only the shader

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After spending much time learning and failing to use compute shaders, I've setup a basic compute shader pipeline and created a basic shader to show the UV of the screen coords. Hopefully I can fully focus on writing GLSL now and less of learning to set up rendering devices and compute pipelines

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Doodl0
Doodl0 created a project
4d ago

Godot Ray Tracer

A basic ray-tracing implementation in Godot. Created as a way for me to learn compute shaders and learn more about graphics programming

4 devlogs 0 followers

Added a main menu to toggle between scenes, also allowing you to access the 3D gravity sim. Also added the ability to press escape in scenes to return to menu/quit.

I learn how to use Godot UI, and added UI to make 2D gravity objects to the main 2D scene. Also worked on added basic 3D gravity, although not editable yet and not set as the default scene, as I can't think of a way to make it editable yet simple. Also, since my last commit, I've tuned the gravity constant and mass numbers to make them more human readable and less long. TBH, I may have wasted quite a bit of time reworking the same parts of the code and UI over and over

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Added mass and gravitational pull to objects. Gravity objects have to be children of the Gravity Objects node and right now the gravitational constant is accurate to real life, but I am considering changing it to lower mass numbers a bit

Did some research, and have set up basic velocity and collision system, with objects colliding with window edges that scale dynamically. Took me so long because I was unsure on how to implement the logic in Godot and which physics nodes to use, as the resources I am using are for a standalone app

Doodl0
Doodl0 created a project
27d ago

Gravity Simulation

A basic gravity sim in Godot. You can create and modify gravity objects in 2D, and also view a 3D sim. For now, I don't plan on making the 3D sim editable, as I feel it would be significantly more work. In the 2D sim, you can use the UI to modify the properties of a gravity object, then right click to create it. You can also toggle boundaries around the edge of the camera, which will stop any objects going off screen. You can press Escape anytime to quit or return to the menu.

Gravity Simulation
4 devlogs 0 followers Shipped

Added READMEs and a video demo, fixed bugs, and theming support, which are loaded from theme.toml

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Added delete server option, and added menus to allow user to change download manifest and server folder. This info is saved in settings.json

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Added ability to edit server.properties from inside the management menu

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Added manage server option to main menu, currently only show server info and exit work. Also refactored some of the code and renamed manage_server.rs

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Added all created servers to a server-list.json file, allowed users to select the type of version to download

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Added a barebones main menu, allowing me to add more submenus later for editing program and server settings and running server. Also changed some code to allow for better use of the version type enum later when selecting a version

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Added the ability to save servers to their own directory. They will be saved in {home}/servers/{servername}/server.jar for now. Also made sure that folders are made before file is saved and some minor changes

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Spent an absurdly long time trying to pass the version index to the save file dialog so that the file can be saved with a specific filename

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Added a basic TUI menu with the Cursive crate, allowing you to select a version of the server file to download.

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Added basic download functionality for vanilla Minecraft server.jar files. Program searches the Minecraft version manifest for a specified version, then downloads and saves the server.jar from the link.

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Doodl0
Doodl0 created a project
57d ago

Minecraft Server Utilities

A basic TUI app to create, manage and run Minecraft server instances.

Minecraft Server Utilities
10 devlogs 1 follower Shipped
Doodl0
Doodl0 joined Summer of Making
57d ago

This was widely regarded as a great move by everyone.