Jackson Palmer
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ummjackson.com
Jackson Palmer
@ummjackson.com
Making progress on my "rock shape" branch for @trenchbroom.bsky.social #trenchbroom #gamedev
August 22, 2026 at 9:09 PM
Finally got my "Hammer for #Godot" plugin working with the native gizmos. Probably nearing alpha-testing stage soon. #gamedev
August 19, 2026 at 4:43 AM
Cooking up a refreshed version of func_terrain #comingsoon #gamedev #trenchbroom
July 25, 2026 at 5:07 AM
Playing around with hotspot texturing for #trenchbroom #gamedev
July 5, 2026 at 11:41 AM
Some more examples - easy S-bends and spiral staircases. #Trenchbroom #gamedev
July 4, 2026 at 8:52 AM
Finally submitted a work-in-progress PR for a "sweep" tool in #Trenchbroom - unlocking a bunch of creative brush geometry with a simple UX. github.com/TrenchBroom/... #gamedev
July 4, 2026 at 8:50 AM
Submitted a PR implementing an Arch shape tool for @trenchbroom.bsky.social that saves a bit of time. #trenchbroom #gamedev

github.com/TrenchBroom/...
June 16, 2026 at 6:30 AM
Getting to a point where I can construct rooms pretty quickly using #mallet #godot
June 8, 2026 at 5:19 AM
June 7, 2026 at 10:47 PM
Beveling is fun. #godot #mallet #gamedev
June 6, 2026 at 11:35 PM
Got primitives hooked up in what I'm calling "Mallet", for #Godot. #gamedev
June 3, 2026 at 4:50 AM
...and we've got basic UV mapping hooked up. #godot #gamedev
May 30, 2026 at 10:20 PM
Sharing a web app I cooked up for monitoring #bluesky lists. No auth required, just copy/paste the list URL. Change the list you're watching by pressing F1. Personally using it in a pinned tab for headline aggregation, figured someone else might find it useful. #api

tools.ummjackson.com/flyover
May 27, 2026 at 3:54 AM
Also got vertex editing UI all hooked up.
May 25, 2026 at 5:14 AM
Getting somewhere with this #godot #gamedev #3d
May 25, 2026 at 5:13 AM
Got the Inset tool working. Honestly feels pretty good to work with. #godot
May 24, 2026 at 6:21 AM
Experimenting with building a middle-ground Trenchbroom meets Blender style of geometry editing for basic level design inside Godot itself. I think a big part of getting the workflow people love right is all in the UI/UX. #gamedev #godot
May 23, 2026 at 11:59 PM
Cooked up a web port of SLK_img2pixel that runs entirely in-browser + adds hotkeys and direct Lospec palette fetching. I'm calling it img2pixel4web:. #gamedev #texturing

tools.ummjackson.com/img2pixel4web
April 4, 2026 at 9:39 PM
I've always wanted to run the SLK_img2pixel tool on macOS, and thankfully it's open source - so I finally got around to getting a build working. Just submitted as a PR: github.com/Captain4LK/S... #gamedev #pixelart
March 27, 2026 at 2:25 AM
Cooking up a lightweight framework for building CLAP plugins contained in a single .cpp file that build with an auto-generated ImGUI-based UI.
March 1, 2026 at 4:22 AM
A free UI sound effect generator I've been working on, inspired by the popular "sfxr". Handy for #gamedev / user interface sound design (clicks, taps, swishes, etc.). Kind of fun to just sit and keep pressing the randomize button. Work in progress build @ tools.ummjackson.com/uifxr
January 17, 2026 at 7:57 PM
Finally went the extra route of writing a custom Label node to handle (both manually & automatically using TextServer) the clunky way #Godot handles size calculations w.r.t ascenders/descenders on font glyphs. It works a charm for aligning all the spacing though. #gamedev
January 15, 2026 at 8:13 AM
Experimenting with a procedurally generated, resizable, pixel-perfect custom StyleBox resource in #Godot. No NinePatch textures required, all drawn using math. #gamedev
January 15, 2026 at 12:59 AM
+ the actual props posted by show staff on Twitter (x.com/lionesspike/...)
December 28, 2025 at 8:38 AM
24:19, exact same maze graphic is in the actual show.
December 28, 2025 at 6:48 AM