Cuberact logo CUBERACT

Indie studio making games, tools, and extensions.

I'm building tools and games with Godot Engine - from physics extensions to procedural planets. Everything here is made to be useful, playable, and open to learn from.

CRope2D jellyfish scene - bioluminescent bells drifting over a seagrass meadow

News · June 16, 2026

cuberact-library v1.1.0

New
GDExtensionGDScriptOpen Source ExamplesGodot 4.5+

A big update to my 2D rope extension for Godot. Settled ropes now go to sleep to save CPU, a new red-black solver makes long ropes up to 10x cheaper, and a world-gravity force module follows your project's physics automatically. There are also six new showcase scenes, for 17 in total.

Blog · June 16, 2026

Beaten by a Black Hole

Someone's cartoon black hole shader out-upvoted my planet on Reddit. So I turned that envy into a sleep system, a swarm of jellyfish, and a much tougher cuberact-library v1.1.0.

Blog · March 23, 2026

A Planet Reborn - From Java to Godot

How a 15-year-old Java planet renderer got a second life as a pure GDScript project for Godot 4.6 - and became a learning resource for the community.

Procedurally generated planet from orbit with atmosphere

News · March 20, 2026

Planet Chunked LOD

GDScriptOpen SourceGodot 4.6+

Procedurally generated planet with dynamic level-of-detail, written entirely in GDScript for Godot 4.6. Fly from orbit down to the surface and the mesh adapts continuously.

Blog · March 10, 2026

How Cuberact Started

From C64 to Godot - how a lifelong dream of making games turned into a rope physics engine, a GDExtension library, and a plan for a game.

CRope2D playground with ropes, collisions, and physics

News · March 4, 2026

cuberact-library v1.0.0

GDExtensionGDScriptOpen Source ExamplesGodot 4.5+

The first release of my 2D rope extension for Godot 4.5+. Verlet integration, collisions, anchoring, breaking, and a fully modular architecture for forces, line processing, rendering, and breaking.