#gles2
While russians are trying to kill us with NK ballistic missiles (likely), I have been investigating Anti-aliasing for Godot3 + GLES2, and found this interesting project: github.com/atomius0/God...

#gamedev #godot #gles2 #indiegame
April 6, 2025 at 2:44 AM
Modified PBR shader on all objects, environment lighting + single omni light from star, GLES2. The yellow part of the space will be filled with vertical pillar structures, that can be followed down to the bottom.

#gamedev #indiegame #godot #space #укргеймдев
November 27, 2024 at 10:38 PM
Combined my new Godot Vulkan shader for dithered and posterized lighting with Godot GLES2 dithered alpha shader. Looks quite neat even without finetuning.

youtu.be/zXiBRUDcOvo

#gamedev #godot #space #spaceship #rendering #solodev
GDTLancer: GLES2 dithered posterized solid shader test
YouTube video by Roman Yeremenko
youtu.be
March 29, 2025 at 4:05 PM
New sokol-gfx update which adds new integer vertex formats, and removes a behaviour difference between different backends for 'non-normalized packed integer vertex formats' (basically a left-over from the WebGL1/GLES2 backend removal):

github.com/floooh/sokol...
github.com
March 15, 2025 at 3:43 PM
Switching from GLES3 to GLES2 renderer because scenes with large polycount and low number of light sources benefit more from it in terms of performance. Also it suits my style preferences.

#gamedev #indiegame #godot #space #укргеймдев

youtu.be/Egc2MSt86OY?...
GDTLancer: GLES2 test scene
YouTube video by Roman Yeremenko
youtu.be
November 21, 2024 at 12:05 PM
Here's BELTRUNNER on my Anbernic RG 35XX H!

Swift → WASM → C → SDL2/GLES2 (MustardOS)

Testing builds is quick and easy over SSH!
CRT shader is also ported 😎

Still a little optimisation work to hit a stable 60fps.

#jinksgg jinks.gg
July 28, 2026 at 4:27 PM
Testing lighting and style with free assets from internet (focus on heavy meshes, simple colors, single light source, no textures). GLES2

#gamedev #indiegame #indiedev #укргеймдев
October 14, 2024 at 9:52 PM
That reminds me

Maybe I should try and make an SDL2+GLES2 port of that Quake-like Rust engine I was building, with the goal of running on cheap SBCs. Might make a fun project & helpful ready made game engine for people 😅
April 4, 2025 at 6:16 PM
omg i got @notnite.com's webwebfishing launching on ancient ios 14

i am deranged
January 8, 2025 at 12:14 PM
Now that I think of it, with all the necessary gameplay limitations, trying Godot4 with vulkan mobile might once again be reasonable.

A comparison thread (GLES2 vs Vulkan in my case).

#gamedev #indiegame #indiedev #godot
December 8, 2024 at 10:40 PM
Ah, after some digging I realized I probably can't use HDR lightmaps at all on GLES2 - initially thought I could just unpack RGBE8 in shader, then realized that bilinear filtering would distort it. I would need to unpack at load time into an HDR format - which I don't have on GLES2.
April 12, 2025 at 7:04 PM
4. Shader uses only albedo, emission, normal, roughness, specular, metallic and fresnel rim to create the colors. In absense of any direct light sources and with wider value ranges (which don't represent physically accurate PBR) it becomes very flexible.
5. Renderer is GLES2.
December 5, 2024 at 2:51 AM
God I forgot how much I absolutely fucking hate working with GLES2 and the mess of mismatched types in this stupid API.

glGetAttribLocation returns a GLint.
glVertexAttribPointer takes a GLuint.

Why is GL like this dude 😐
April 10, 2025 at 12:34 AM
TIL that GLES2 APIs have as much in common with GL2 APIs as a flamethrower and a butter knife as weapons do. GLES2 uses desktop GL APIs up to 4.1 to work internally. This is insanity.
June 1, 2025 at 2:28 PM
Like... for GLES2, instead of having a lightweight ambient probe system, they decided to just run a set of 12 cone traces against a voxel octree. For baked lighting on low end hardware that's goofy as hell IMHO.
April 8, 2025 at 8:26 PM
Oh, that's neat, I think uniform arrays are just straight up broken on the Pi Zero's GLES2 driver. I am apparently only allowed to sample from a given array once in a given shader. More than that and it just blows up with a "Draw call returned Invalid argument. Expect corruption." message.
April 10, 2025 at 8:58 PM
i discussed this with @rmader and he pointed out that mutter (compositor/wm) somehow picks desktop GL 3 over GLES 2 on panfrost and assumes that format conversions are fast. adding COGL_DRIVER=gles2 to the environment fixes the performance issues. nice!
March 1, 2025 at 10:48 AM
Genuinely one of the cool things about open source is that old versions of things can still be accessible WELL after they're no longer maintained. While Godot 4 would not be able to target a Pi Zero 2 due to requiring GLES3 or Vulkan, you can still just build & run Godot 3 which does support GLES2
April 6, 2025 at 12:56 AM
(I used 3.6 because of the GLES2 support here, but here's the godotdocs for summator in both stable and 3.6)

(godot docs for Engine Details > Engine development > Configuring an IDE also helped immensely :3)

docs.godotengine.org/en/stable/en...

docs.godotengine.org/en/3.6/devel...
September 25, 2026 at 10:08 PM
All skinning runs on the CPU right now, and can be compiled for either two or four bones per vertex - current strategy w/ this engine is "lowest common denominator", so the reason I'm not doing GPU skinning, even on targets that DO support it, b/c certain GLES2 targets don't support uniform indexing
April 19, 2025 at 1:38 AM
Wait, Unreal is running natively on AmigaOS 4.1 now? Maijestro pulled it off with a proper PowerPC port, GLES2 graphics and smooth X5000 performance. This is one Amiga release you need to see. #AmigaOS #Unreal #RetroGaming
AmigaOS 4.1 gets one of its biggest game ports yet with Unreal
Maijestro has ported Unreal to AmigaOS 4.1, giving PowerPC Amiga users a native version of one of the most influential first-person shooters of the late 199
www.generationamiga.com
July 14, 2026 at 1:57 PM
An animated place holder stage for a mobile "deresute clone" game in stunning GLES2 level graphics. Rendered in Godot 3 back in 2019. I haven't modified it ever since. Ambient Occlusion and glow effects are all backed into the texture image file. #gamedevlog
April 7, 2025 at 5:42 AM
Is it really made with GLES2? 😲
November 28, 2024 at 3:50 AM
figured out a solution to the viewmodel clipping. I used "Riordan's (Kastor) FPS view shader (MIT)" but modified it to scale projection depth instead of modifying pixel values and now it works fine in GLES2. 60 FOV vs 120 FOV in the screenshots. I also get the bonus of a fixed viewmodel FOV too!
April 20, 2025 at 4:06 AM
Почали діяти антидепресанти, почав оживати, знову можу щось робити по геймдеву.
Зараз тестую відкат на GLES2 (OpenGL 2) рендерер, який дозволить витиснути по максимуму продуктивності з гри при коректних налаштуваннях 3Д сцен. На відео я тестую на Motorola G60, 5 млн полігонів в сцені + дізерінг.
This time, I am focusing on finding a balance between performance and visual quality for a test scene consisting of around 5 million triangles.

#gamedev #indiegame #godot #space #укргеймдев

youtu.be/tyteUskCcZk?...
GDTLancer: 8x8 Bayer matrix transparency test, improved test scene
YouTube video by Roman Yeremenko
youtu.be
November 23, 2024 at 10:09 PM