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Clay John

@clayjohn.bsky.social

13 Following161 Followers

Godot engine contributor and board member.

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@clayjohn.bsky.socialOct 15, 2026, 3:34 PM

I don't take bug reports or proposals via DMs since that is a surefire way for them to get lost. I am a volunteer contributor with very little free time since I became a parent. The best way to get eyes on your reports and ensure that something actionable happens is to follow the existing process

@clayjohn.bsky.socialOct 15, 2026, 3:32 PM

Thanks for your interest in using Godot! The best way to report bugs/proposals is using our dedicated bug tracker and our dedicated proposal system.

We have docs pages explaining how to do both: contributing.godotengine.org/en/latest/fe...

contributing.godotengine.org/en/latest/fe...

@adriaan.gamesSep 16, 2026, 2:31 PMReposted by @clayjohn.bsky.social

We optimized draw calls by 99% (lol) in Hidden Folks 2 by writing some tools to find all textures used in a level, generate a level-specific atlas, and replace individual texture references with atlas textures. Thread below 🧵👇🏼

#godotengine

Two side-by-side screenshots showing before and after we applied a texture atlas optimization to our game Hidden Folks two, the before showing 13318 draw calls and the after showing 113 draw calls
@clayjohn.bsky.socialSep 15, 2026, 6:09 PM

The first one will, yes. It benefits anyone who is directly animating Polygon2D vertices

@clayjohn.bsky.socialSep 15, 2026, 3:03 PM

Check this out if you like seeing @superluminal.eu screenshots or want to learn a bit more about the magic behind CPU optimizations!

@godotengine.orgSep 15, 2026, 2:29 PMReposted by @clayjohn.bsky.social

From the outside, rendering optimization can look a little bit like black magic. That's why @clayjohn.bsky.social, lead maintainer of the rendering team, is here to show a few examples of some optimizations from this year to highlight that optimizing rendering code isn’t as scary as it sounds.

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