
One Line of Godot Cost Us a Second Per Frame
A recursive node search in the thinking loop, a physics engine we were not running, and a face that only existed near the wrong camera.
Browse all posts tagged with 'Technical' in our Luminids development blog.

A recursive node search in the thinking loop, a physics engine we were not running, and a face that only existed near the wrong camera.

We threw the infinite world away and built one island with nine realms, then put it in front of players and found the wall.

What a voxel colony sim actually looks like inside Godot: what the engine made easy, what it did not, and what is playable so far.

A high-level look at the layered terrain pipeline behind Luminids, and why the order of operations matters as much as the noise itself.

Model work, rigging, and animation tests: the week the Luminids stopped being placeholder blobs and started to feel like real characters.

Procedural forests are easy to promise and tricky to deliver. Luminids now has full-scale procedural trees that feel alive and sit properly in a voxel world.