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<rss version="2.0"><channel><description>Researcher, teacher and activist somewhere at the intersection of landscape perception, graphics programming, open source, and climate change.&#xA;&#xA;Working on VR landscape visualization with Godot. Maintaining Geodot: https://github.com/boku-ilen/geodot-plugin</description><link>https://bsky.app/profile/hexaquo.at</link><title>@hexaquo.at - Karl</title><item><link>https://bsky.app/profile/hexaquo.at/post/3mjc35eojas2r</link><description>Did you know you can set up a scene and render it to a texture without any nodes in #Godot, by directly using the RenderingServer? We automatically generate billboard sprites for meshes this way.&#xA;&#xA;There&#39;s not much info about the RenderingServer online, so I wrote about it:&#xA;https://hexaquo.at/pages/using-godots-renderingserver-for-dynamically-rendering-billboards-thumbnails-and-more/</description><pubDate>12 Apr 2026 09:49 +0000</pubDate><guid isPermaLink="false">at://did:plc:2wbm5ajlbfm6mthogcnwrskh/app.bsky.feed.post/3mjc35eojas2r</guid></item><item><link>https://bsky.app/profile/hexaquo.at/post/3mhso6ajg2c2w</link><description>Implemented a variable-density Poisson disk sampler as a C++ GDExtension for #Godot:&#xA;https://github.com/boku-ilen/godot-variable-density-poisson-disk-sampler&#xA;&#xA;It generates random points with a variable density, based on e.g. an image. should be very useful for scattering vegetation.&#xA;&#xA;based on this article: https://www.vertexfragment.com/ramblings/variable-density-poisson-sampler/</description><pubDate>24 Mar 2026 13:21 +0000</pubDate><guid isPermaLink="false">at://did:plc:2wbm5ajlbfm6mthogcnwrskh/app.bsky.feed.post/3mhso6ajg2c2w</guid></item><item><link>https://bsky.app/profile/hexaquo.at/post/3mf7lgkqhgs2c</link><description>Orchard #godot #gamedev</description><pubDate>19 Feb 2026 12:21 +0000</pubDate><guid isPermaLink="false">at://did:plc:2wbm5ajlbfm6mthogcnwrskh/app.bsky.feed.post/3mf7lgkqhgs2c</guid></item><item><link>https://bsky.app/profile/hexaquo.at/post/3mccufgynos2b</link><description>#godot #gamedev</description><pubDate>13 Jan 2026 15:24 +0000</pubDate><guid isPermaLink="false">at://did:plc:2wbm5ajlbfm6mthogcnwrskh/app.bsky.feed.post/3mccufgynos2b</guid></item><item><link>https://bsky.app/profile/hexaquo.at/post/3mbvy7mkwts2e</link><description>#godot #gamedev</description><pubDate>08 Jan 2026 12:28 +0000</pubDate><guid isPermaLink="false">at://did:plc:2wbm5ajlbfm6mthogcnwrskh/app.bsky.feed.post/3mbvy7mkwts2e</guid></item><item><link>https://bsky.app/profile/hexaquo.at/post/3mb52fdpz3s2d</link><description>Lens Flare update: exposed all configurable parameters now. There&#39;s probably still a lot of potential for performance optimization, but I&#39;d say it&#39;s somewhat usable :)&#xA;&#xA;You can check it out here, should work in any project (though requires some HDR care):&#xA;https://github.com/kb173/godot-procedural-lens-flare&#xA;&#xA;#Godot #gamedev</description><pubDate>29 Dec 2025 14:30 +0000</pubDate><guid isPermaLink="false">at://did:plc:2wbm5ajlbfm6mthogcnwrskh/app.bsky.feed.post/3mb52fdpz3s2d</guid></item><item><link>https://bsky.app/profile/hexaquo.at/post/3mantpjtykc2b</link><description>If you want your #Godot game to look like Battlefield 3, I got you</description><pubDate>23 Dec 2025 13:21 +0000</pubDate><guid isPermaLink="false">at://did:plc:2wbm5ajlbfm6mthogcnwrskh/app.bsky.feed.post/3mantpjtykc2b</guid></item><item><link>https://bsky.app/profile/hexaquo.at/post/3mac64wthzc2y</link><description>More work on procedural lens flares in #Godot.&#xA;&#xA;If you want to have a look at the (still very messy!) code: https://github.com/kb173/godot-procedural-lens-flare&#xA;&#xA;Outline of how it works:&#xA;1. Clip bright spots from the rendered image&#xA;2. Warp these spots to create ghosts and a halo&#xA;3. Blur&#xA;4. Overlay based on a dirt texture</description><pubDate>18 Dec 2025 21:55 +0000</pubDate><guid isPermaLink="false">at://did:plc:2wbm5ajlbfm6mthogcnwrskh/app.bsky.feed.post/3mac64wthzc2y</guid></item><item><link>https://bsky.app/profile/hexaquo.at/post/3ma4pfu6sec2n</link><description>Finally learning CompositorEffects #Godot&#xA;&#xA;Lens flare based on this blog: https://john-chapman-graphics.blogspot.com/2013/02/pseudo-lens-flare.html</description><pubDate>16 Dec 2025 17:48 +0000</pubDate><guid isPermaLink="false">at://did:plc:2wbm5ajlbfm6mthogcnwrskh/app.bsky.feed.post/3ma4pfu6sec2n</guid></item><item><link>https://bsky.app/profile/hexaquo.at/post/3m6kb33qw422x</link><description>I often talk about bent normals for billboards, and I keep having to mention the &#34;if (!FRONT_FACING) NORMAL = -NORMAL&#34; workaround for correct backface lighting. I realized I could fix that myself, so I opened a PR for an intuitive material option and render_mode:&#xA;https://github.com/godotengine/godot/pull/113192&#xA;#Godot</description><pubDate>26 Nov 2025 16:19 +0000</pubDate><guid isPermaLink="false">at://did:plc:2wbm5ajlbfm6mthogcnwrskh/app.bsky.feed.post/3m6kb33qw422x</guid></item><item><link>https://bsky.app/profile/hexaquo.at/post/3m5jc7rfuj22n</link><description>On my way home from #GodotFest. Thanks so much to everyone for this incredible event! Hope to see you all again soon :)&#xA;&#xA;My presentation on foliage rendering in #Godot is already up on YouTube: https://www.youtube.com/watch?v=U2nBOOR_PP4&#xA;&#xA;And I also shared my slides here: https://slides.com/hexaquo/plants-polygons-and-pixels-large-scale-vegetation-rendering-in-godot</description><pubDate>13 Nov 2025 13:41 +0000</pubDate><guid isPermaLink="false">at://did:plc:2wbm5ajlbfm6mthogcnwrskh/app.bsky.feed.post/3m5jc7rfuj22n</guid></item><item><link>https://bsky.app/profile/hexaquo.at/post/3m5bxiytyf22x</link><description>on my way to #GodotFest! hope to meet some of you there :)</description><pubDate>10 Nov 2025 15:41 +0000</pubDate><guid isPermaLink="false">at://did:plc:2wbm5ajlbfm6mthogcnwrskh/app.bsky.feed.post/3m5bxiytyf22x</guid></item><item><link>https://bsky.app/profile/hexaquo.at/post/3m3pmbvbzfk2z</link><description>🔜 #GodotFest &#xA;&#xA;Want to see these slides (and many more) live? Then join my presentation on November 11th at GodotFest in Munich :)&#xA;&#xA;#godot #gamedev</description><pubDate>21 Oct 2025 15:07 +0000</pubDate><guid isPermaLink="false">at://did:plc:2wbm5ajlbfm6mthogcnwrskh/app.bsky.feed.post/3m3pmbvbzfk2z</guid></item></channel></rss>