Teacher dedicated to making game dev accessible. Teaching Godot and how to code with free and open-source tools. gdquest.com

Joined April 2014
2,275 Photos and videos
GDQuest retweeted
Anyway, a good tool I found out about is MubLoop. It's free and helps create seamless looping sounds. I tried it, works really well and is now part of my toolset for upcoming audio assets! Check it out: mubdev.itch.io/mubloop
22
181
2,095
68,195
GDQuest retweeted
May 13
Simple things that make your shaders look cheap, and how to fix them: Starting with colors
10
122
1,865
115,354
Hey @StayAtHomeDev and @colosoglobal, I messaged you three days ago asking you to remove my name from the student review section of your paid course immediately. You acknowledged it was wrong on Thursday and promised to fix it. It's still there, three days later, during your launch sale. You used an old comment I left on a public YouTube video and took it out of its context to make it look like I'm personally recommending your "class" before it's even available. I can't speak for @uheartbeast and @ThisIsDarkDax, but regardless, their comments look like they've been taken out of context too. Apart from being misleading to your customers, it's a false attribution. You understand this should have been considered an urgent website update, right? Because it's making real people appear as though they said things about your product that they didn't. It's not something you let slide over the weekend during a sales campaign before taking it down. It's your choice to base your $200 video course on a free and publicly available demo, environment, models and characters that we released under CC-By 4.0. But it's pretty sketchy to vaguely list "assets" as a course perk and a "special gift from StayAtHomeDev". Then it's a whole different level altogether to make it sound like we also endorse the product. Remove the comment and GDQuest's logo immediately. There's room for everyone in education, Godot, and gamedev to get honest recommendations and keep competition healthy and ethical. P.S. Thanks for the creative commons attribution in thin grey font at the bottom of a section dedicated to your own portfolio and only after I mentioned the license. Much appreciated.
16
43
486
41,224
And for any of you looking to buy this course, know that the 3D assets advertised as a "course perk" and a "gift" from the course author are actually free, publicly available and licensed under Creative Commons Attribution 4.0 (and CC0 for Kay's assets). You can download the free and open source demo environment used as a base to build this course right now from github.com/gdquest-demos/god… It includes the environment, enemies, props, collectibles, animations, and a third person character controller. You can also download the character model Gobot from: github.com/gdquest-demos/god… Support creators who contributed these assets and open source demos to the gamedev community, like @KayLousberg and us at GDQuest!
1
14
198
8,850
The section presenting @ThisIsDarkDax, @uheartbeast, and our comment as student reviews has been removed, and more detailed credits with the CC license links added. @KenneyNL and @KayLousberg have also been credited (sorry Kenney I didn't recognize your assets initially on the page). That's now settled.
37
1,908
GDQuest retweeted
Like it or not, in the world we live in now, your attention span is one of the most vital resources you have. More important than intelligence IMO. If your attention span is completely wrecked, purposefully improving it will make a huge difference to your quality of life.
4
19
259
9,308
GDQuest retweeted
Starter Kit: Racing for @godotengine is now available! 🎉 Easy to understand code, fully open-source & 3D models included! It's a little rough around the edges, but feel free to do pull requests if you can improve on it! github.com/KenneyNL/Starter-… #gamedev #gameassets
18
70
761
53,328
Ray's been working very selflessly on Raylib, an excellent set of Free and Open Source libraries for gamedevs, with attention put on tuning it for learning how games actually work under the hood. He's someone to follow and support if you can.
Jan 8
making money with OSS is extremely difficult... 😣 if you enjoy what I'm doing with #raylib, please consider sponsoring: github.com/sponsors/raysan5
4
77
6,460
22 Dec 2025
We made this free and open source app to help people take their very first steps with coding. It's been used a lot in middle schools, high schools, and online. It's part of the Godot docs' getting started series. I left it to rest for a while as we focused on building our curriculum and platforms. Now I'm working on it again to improve it incrementally. The next version drops in January and will improve clarity for lessons where newcomers struggle the most.
14
231
1,527
84,952
21 Dec 2025
We used React/NextJS for our learning platform's v1 because that seemed like the right move to move fast initially, but since last year we've easily burned 2-3 months just fighting the framework itself and working around bugs. We wrote a new version solving problems ourselves as much as possible. It's way less code, builds are dozens of times faster, and maintenance is way easier because we understand what's happening and can easily step through everything. I'm far from the experience of the people pointing out these things, but I do start to see it: when you can afford to slow down and think about what the code is doing vs what your program actually needs to do, there's a lot of room for cutting down complexity and much to gain from it.
i am convinced that software devs have a speed problem they think the #1 issues is writing code faster... its not. its fixing the code that is already there to stop being utter garbage (as a garbage code connoisseur) quality is really lacking these days, yet quantity has never been higher
7
100
11,242
21 Dec 2025
It's just to share some anecdotal evidence, at our level (we're very much indie devs). I just checked and we're at ~45k lines of typescript code right now, vs about 1.9 million (!) for NextJS dependencies. It's hard to say exactly how much time it took total because a lot of our time goes to educational work. But it's less than I'd have anticipated: maybe about 9 months full time equivalent for one person to write the libraries and build system.
28
7,843
20 Dec 2025
The irony of this bundle about teaching kids to "vibe code" (= ask AI to generate code without understanding anything, making you completely dependent), to support a non-profit that gets women into computer science. Especially in the age of AI, you need to understand code more than ever.
19 Dec 2025
Pretty disappointed in both @humble and especially in @GirlsWhoCode. Please teach girls how to code, don't push them into generative AI. That won't build their skills. Prioritize foundational programming skills and awaken their interest. "Tired of long days writing code"???
19
200
2,269
68,678
GDQuest retweeted
This has been a great year for the engine, but there are still a lot of things we would love to do. If each follower donated €5, we could hire 5 more developers to work on Godot full-time. 👉 fund.godotengine.org/
18
123
957
69,764
10 Dec 2025
We're working on the next project for the 3D course.
6
19
552
16,738
8 Dec 2025
Some people in the comments and reposts talk about this being backlash, but even just pragmatically, in programming, the web has really been flooded with AI generated material. I barely use search engines anymore for anything related to coding, I go straight to places and people I can trust. There has always been a lot of content made by younger people, tutorials, and that's okay for me, at least there was a lot of actionable material on things anyone can test and write about like "how does this API work." Plus to get good at teaching and writing, you have to teach and write. A lot. Now anyone can produce a believable write-up on anything within minutes. Some people actively generate content in a constant loop to span many topics and try to grab many search queries, and it works. A lot of it is seemingly correct, but only seemingly.
7 Dec 2025
New browser tool lets users freeze the internet in 2022 to escape AI-generated content. Say “goodbye” to “AI slop”. A new browser extension called Slop Evader lets you surf the web as if AI never existed. Created by artist and researcher Tega Brain, it automatically filters Google search results to show only pages published before November 30, 2022—the day generative AI went mainstream. The result is a quieter, more human internet: no AI-written listicles, no synthetic stock photos, no deepfake videos or bot-penned product reviews. Just the pre-2023 web, frozen in time. Slop Evader (and similar tools like Kagi’s SlopStop) reflects a growing backlash against the flood of low-quality, machine-generated content that has overwhelmed search engines and social feeds. Brain stresses that the extension isn’t meant to be a forever solution. Instead, it’s a deliberate act of protest—an easy way for everyday users to reject the creeping artificiality of today’s web and demand something better. You lose access to anything new, of course, but for many, the trade-off feels worth it: clarity over noise, authenticity over algorithm.
6
18
296
13,726
8 Dec 2025
With that said the technology is here to stay. I don't know if it'll change. I imagine the push will continue toward getting you to ask the LLM. It would be funny if we also went back to the website directories that we used when I was a kid. I can see this happening too.
1
27
2,823
GDQuest retweeted
7 Dec 2025
Creating a cozy or wholesome game? Don't sleep on Japanese fonts! They often include latin characters and are super cute. Here's some recommendations ✨ #gamedev #fonts (Downloads in reply)
28
360
4,560
108,558
2 Dec 2025
This clips means to show that an effect in the game is poorly optimized. FPS goes from 600 to 300! So this attacks makes the game 2x slower? No, not at all. Let me explain. (Note: maybe there are performance issues in the game, just this clip does not really show that) Here are some numbers: - At 600 FPS it means the entire frame is processed and rendered in 1.6 milliseconds - When it drops to 300 FPS it means everything happens in 3.2ms. We can assume the multi-layered full screen effect is costing 1.6 milliseconds per frame in this specific scenario. It's not making the game really 2x slower, it just has this peak cost of 1.6ms in drawing time, on this machine, with this resolution, and with these graphic settings. If you want to ensure the game runs at 120 FPS, your budget per frame is 8.3 milliseconds. As long as you've not depleted this budget, you're good. If you're aiming for the game to run at a steady 60 FPS the budget is double that, 16.67 milliseconds. Importantly, note that this kind of effect only affects the drawing part of the game and wouldn't affect the logic running on the CPU at all. This means that you could have tens of thousands of physics calculations happening at the same time in parallel or lots of bots or enemies moving around and shooting and you might not see any change to the frame rate. This only eats the drawing time budget. Now the point really is just that this clip and the numbers do not tell that the game is going to run slowly or that this effect is too heavy for the game to run at a steady 60 or even 120 FPS. Again, maybe there are performance issues with the game, just these high FPS numbers that drop a lot are misleading. That's why profilers measure processing time in milliseconds.
29 Nov 2025
can we take optimization seriously again?
73
174
4,030
262,253
2 Dec 2025
The more an engine generalizes and the more features it has, the more complex it gets and the more trade-offs it has to make. General purpose code can be convenient but also slow. But also not everyone can or should make their own engine. Many people are making games as small teams or solo, with limited experience, and would need to invest a lot of time to not necessarily get big gains (because you have to know what you're doing). But it's certain that as you gain experience, by tailoring an engine to your projects, you end up with less code and potentially much higher performance.
13
64
1,332
71,326
2 Dec 2025
One thing I hope for Godot is that it avoids bubbling up too much in the future, to avoid becoming another Unity. It's started to get on a bit of a slippery slope but the roadmap and core team seems to be aware of it.
11
3
221
8,657