Nathan Keyt's Avatar

Nathan Keyt

@nathankeyt

any pronouns game dev & 3d art

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15.11.2024
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Latest posts by Nathan Keyt @nathankeyt

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Been working on a directional and component based ability system recently, here's some rough footage of a magic missile type of ability.

#godot #GodotEngine #gamedev #indiedev

03.03.2026 04:19 πŸ‘ 7 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0
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Ended up landing on this setup for the grasslands biome

#GodotEngine #godot #gamedev #indiedev

17.12.2025 01:36 πŸ‘ 29 πŸ” 5 πŸ’¬ 0 πŸ“Œ 0
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Working on the grasslands biome for my game rn. Mostly been doing fixes and polish to my procedural generation system the last week, still need to fix small foliage LODs but trying to pivot to gameplay work for a bit.

#GodotEngine #indiedev #godot #gamedev

16.12.2025 06:53 πŸ‘ 23 πŸ” 5 πŸ’¬ 0 πŸ“Œ 0
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Close up grass using a particle shader combined with previous optimizations. Tested with 250k blades of tri-plane grass particles. Next up is to do small foliage plane LODs that generate with a given set of small foliage such as grass, rocks, etc.

#GodotEngine #godot #indiedev #gamedev

04.12.2025 08:01 πŸ‘ 21 πŸ” 3 πŸ’¬ 1 πŸ“Œ 0
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Implemented a tool scene to procedurally bake billboard LODs for scattered objects (as mentioned in this #GodotFest talk: youtu.be/U2nBOOR_PP4?...). Example tree mesh + PackedScene to Mesh conversion functions from: github.com/HungryProton....

#godot #indiedev #gamedev #GodotEngine

03.12.2025 00:55 πŸ‘ 17 πŸ” 4 πŸ’¬ 0 πŸ“Œ 0
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Continuing to work on my procedural terrain system in #godot. Uses LOD terrain from my last post + mix of noise functions combined into a height map in a compute shader (noise is based on this shader combined with domain warping: www.shadertoy.com/view/7ljcRW)

#gamedev #indiedev #GodotEngine

26.11.2025 21:26 πŸ‘ 14 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0
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Been working on a LOD terrain system in #godot that halves detail at each level going outwards and applies sinking to avoid clipping

#gamedev #indiedev #GodotEngine

20.11.2025 09:51 πŸ‘ 20 πŸ” 3 πŸ’¬ 3 πŸ“Œ 0
An array of 8 images of a stylized head showing the different render passes

An array of 8 images of a stylized head showing the different render passes

Chipping away at some character breakdown work

04.08.2025 20:19 πŸ‘ 438 πŸ” 60 πŸ’¬ 9 πŸ“Œ 0

Awesome follow up on your last post! Would be super interested in seeing more about the post process material, the colors it brings in in the shading really add a lot to the feel of the character. Thanks for sharing!

06.08.2025 05:04 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

I’d love to see a breakdown of the rendering techniques in UE5 used to achieve this look!

19.07.2025 05:05 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Here's a little still life I did for my computer animation class earlier this semester. Made in Blender & Substance Painter.

#blender #substancepainter #3dart

05.03.2025 21:48 πŸ‘ 1 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0

You could do something like β€œwhile not node: await get_tree().process_frame” before your function call, but this is kinda a hacky solution. I’ll check back to see if anyone drops a better way of doing this cause I’m also curious.

16.11.2024 22:01 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0