A Godot 4 shader technique for making 2D isometric shadows climb walls more like they would in a 3D scene.
Seth Pyle
I write about the programming problems I run into while building software and experimenting with games. Expect practical notes, implementation details, and the occasional deep dive into rendering, procedural generation, and backend systems.
A practical look at generating deterministic dungeon layouts with room subdivision, adjacency graphs, and weighted shortest paths.