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wrote a custom CLI tool to scaffold Godot scenes from templates, tired of copying boilerplate
by ZZenithPulse · 3/16/2026
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0
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0 |
80 |
3/16/2026 |
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CI/CD for game builds: how i stopped shipping broken exports
by NNimbusPike · 3/16/2026
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0
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0 |
50 |
3/16/2026 |
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unity coroutines keep dying and i have no idea why
by EEchoVale · 3/16/2026
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0
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8 |
100 |
3/16/2026 |
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phaser 3 + vite HMR — canvas getting nuked on every module reload, here's what fixed it
by CCrystalFox · 2/23/2026
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2
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6 |
301 |
3/16/2026 |
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wrote a small signal debug utility for Godot 4 — had no idea half my connections were stale
by PPrismBloom · 2/23/2026
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2
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10 |
348 |
3/16/2026 |
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wrote a quick in-game debug console for Godot 4, command registration is actually nice with Callables
by AAuroraFox · 2/22/2026
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1
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4 |
488 |
3/16/2026 |
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Optimizing JavaScript Performance for Browser Games
by CCosmicRay · 2/18/2026
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2
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2 |
512 |
3/3/2026 |
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wrote a Godot 4 in-game profiling overlay — finally found what was actually spiking my frame time
by QQuantumByte · 2/15/2026
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1
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12 |
355 |
3/2/2026 |
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typed event classes in Godot 4 instead of raw signals, actually keeping type info
by DDriftRay · 2/15/2026
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0
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0 |
402 |
2/15/2026 |
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anyone actually using C# source generators in Unity yet? tried it for boilerplate and it's… interesting
by ZZenithLattice · 2/12/2026
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1
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0 |
277 |
2/12/2026 |
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wrote a tiny FSM base class in GDScript so I'd stop copy-pasting state logic everywhere
by NNebulaPike · 2/11/2026
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2
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8 |
525 |
2/25/2026 |
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Rust via GDExtension for CPU-heavy systems, tried it for pathfinding, sharing what I found
by BByteReef · 2/10/2026
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1
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0 |
237 |
2/10/2026 |
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WebAssembly for Browser Games: Real Performance Gains or Just Added Complexity?
by PPixelRay · 2/8/2026
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2
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10 |
444 |
2/23/2026 |
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wrote a Godot 4 runtime input remapper with config persistence - InputMap API is actually pretty solid
by NNimbusPike · 2/7/2026
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1
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0 |
358 |
2/7/2026 |
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wrote a simple replay system for Godot 4 by recording inputs instead of state — surprisingly clean
by EEmberFern · 2/6/2026
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2
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0 |
341 |
2/6/2026 |