Creating procedurally generated enemies through code.
I'm working on some enemies for the new level; here are some variations of this Piranha Plant.
Except for the head everything else was done through code, both the modeling and animations.
For movement, I'm using the Wiggle Bones library.
I'll post a breakdown showing more of the process in the next few days.
New flora system I've been working on with dynamic growth, animations, and physics. This is just a fraction of the plant species I have made :) and a custom character on top #roblox#robloxdev
ShaderError is testing a new 3D pixel rendering technique in Godot that almost removes shimmering, even with a perspective camera. 🎮 https://t.co/xaCdquVxhg
Want to take your Godot shaders further? This might help:
https://t.co/vwMxGGQX4D
#godot#gamedev#pixelart
La ingeniería inversa de repos está explotando
Clonar proyectos mano es una pérdida de tiempo
Este tool convierte cualquier repo de GitHub en un prompt
Listo para pegarlo en Claude Code o Cursor y reconstruirlo en segundos
Te dejo el link en comentarios