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Bastiaan Olij
@mux213
Just a random guy who likes programming and sci-fi, working on bringing VR and AR to the FOSS Godot Game Engine
Sydney, New South Walesyoutube.com/bastiaanolijJoined November 2017

Bastiaan Olij’s Tweets

This is just going from strength to strength. I hope the creators take note and maybe adopt this as a core feature, not a mod
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Today is the day launchers and grenades finally work for the Cruelty Squad VR mod! MrGlockenspiel from the CS discord had the idea grenades should be physically throwable...I didn't really think it would be possible!
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Hey , someone mentioned to me today that the Lynx is running OpenXR? Does it support to normal Khronos loader on Android? Should in theory mean Godot 4 should run on it...
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Aaaand... We merged support for Khronos Android OpenXR loader into our loader plugin for #godotengine 4. Tested on Magic Leap 2, this should also add support for a number of other headsets such as Android based HTC headsets that support OpenXR.
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Probably won’t have time to put it together till the weekend, but a little late xmas pressy for me..
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I wanted to find tweet from yesterday about the new beta release, so I look up his twitter account, instead of showing the latest tweet, Twitter shows me a tweet from 5 years ago... Way to go Twitter...
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Teddybear has been on a roll lately, this is his latest Godot VR mod, taking existing Godot games that are either open source or allow modding, and adding VR support to them.
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Cruelty Squad, the VR mod that no one asked for, yet... 😂 Developer / Modder teddybear082 wanted to take on the challenge of making the first Godot VR mod
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Third is a lack of plugin support features such as automatically making 1st party plugins available, version control of installed plugins, etc. But these are all issues that are known and actively being looked at. They won't be solved in 4.0, but will be in the future.
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The second issue is one those who have made plugins like these will attest to are shortcomings in accessing the internals of the rendering system from plugins. Godot 4 makes great strides here with GDExternals architecture but more is needed.
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Well contrary to common belief Godot 3 has several terrain plugins you can download and use today. So the first problem we have that needs to be solved is lack of visibility of what is available.
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What makes sense is for Godot to have a 1st party plugin for one type of terrain, while other developers maintain 3rd party terrain systems that are more niche. So what stands in the way of this, why hasn't this already become to fruition for Godot 3?
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It is this reason that is foremost why it doesn't make sense to have a terrain system embedded in the core of Godot but total sense that a terrain system is an additional module.
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It is unsuitable if for instance destructible terrain is required. It is total overkill for the terrain needs of level based games. There are half a dozen different competing terrain systems all targeting the needs of specific genres of games.
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The system proposed by Juan is a height map based system with streaming capabilities very commonly found in large open world games. It draws a good balance between performance and scalability.
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These are all requests that require vastly different terrain systems. There is no such thing as a single solution to the terrain problem. Different types of games require different systems each with their own pro's and con's.
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As such I'd like to add one more issue to this list that I've named many times in the past. The immediate reactions to his proposal are in line of "what about destructible terrain, what about caves, what about XYZ"...
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This is a really interesting read, especially alongside the proposal Juan posted on Godots github on what his vision for a terrain editor plugin is. Reading reactions on that proposal again for me underlines that Juan is only touching the surface with his rhetoric here.
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One of the most demanded features in Godot is terrain support, so I want to clear some misunderstandings regarding its future availability on the engine. If you are interested in this being supported in Godot, read this thread! 🧵
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This is such a fun game:)
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My game Beat Invaders is 30% off at the moment ⚡ If you want to unwind, shooting lazers and upgrading a spaceship to ridiculous levels to a nice EDM soundtrack, check it out! 😁 store.steampowered.com/app/1863080/Be #IndieGame #IndieGameDev #GodotEngine #Shmup #roguelike
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Seems I did an accidental white noise live stream yesterday while seeing if I could setup my Mac. That's the first time I've had Youtube go live without pressing the dang Go Live button...
Sads, I can't get my HD60S to work on a Mac M2 over OBS but it does work with game capture, officially they say only HD60S+ and up is supported.. sigh...
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Having intermittent internet issues all day long, it’s amazing how dependent I’ve become on stable internet for my work, what a nuisance…:(
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I’m very excited for the future here, physics has been a struggle for VR implementations, Bullet struggled for me here, Godot Physics has issues but we can solve them. I really need to find time to learn more about its internals
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A weak point in the upcoming Godot 4 (where many users have issues with) is physics, where we had to revert to work further on Godot Physics (our own) and drop Bullet. Many suggested Jolt, but this won't cut it either. I think it was never entirely clear why we have to do this..
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