Godot Notes and Posts
Godot notes, engine shifts, and a few posts that stay useful.
Writing on Godot from the side of tools, rendering, workflow, and shipped experience.
Editor Tooling
Rendering Techniques
Physics Techniques
GDExtension Tools
Featured Posts
Building Data-Driven Tools in Godot with JSON and GDExtension
A post about separating authoring from implementation, and why structured data becomes more valuable as your tools get harder to tune.
From Mesh to Collision Shape in Godot
A practical breakdown of when generated collision is helpful, when it becomes noise, and why simpler shapes often make better games.
Render Parity and the D3D12 Default on Windows in Godot
A plain-language reading of the Windows rendering default change in 4.6, including why compatibility logic mattered as much as the switch itself.
Better Docstrings in Godot: GDScript LSP and BBCode to Markdown
A close look at why editor quality often improves through small tooling fixes, and why documentation formatting is not a trivial detail.
About This Site
BlackHue is a compact Godot site for engine notes, workflow posts, and technical writing that stays worth opening again.
The homepage is meant to stay lean. It points to a small set of longer posts now, and it can grow into a tighter archive of tutorials, engine notes, and personal articles without turning into generic blog clutter.