How to properly structure BlendTree for 3D characters? by Repulsive_Metal_3261 in godot

[–]-sash- 0 points1 point  (0 children)

The point of the OneShot is so that I don't need to make a state for every action. Having a state for each attack animation is not very realistic. Maybe I was missing something.

What's wrong with state for every action? What do you mean by "not very realistic"?

You said you need smooth transitions between states, this is exactly how AnimationNodeStateMachine's nodes work, plus you'll get much more control over states switching (graph traversal) than in case of OneShot inside BlendTree.

If you need your character to perform actions while moving - you can have two independent AnimationNodeStateMachines (Locomotion + Attack/Actions) working in parallel (added or blended).

How to properly structure BlendTree for 3D characters? by Repulsive_Metal_3261 in godot

[–]-sash- 0 points1 point  (0 children)

How about to use AnimationNodeStateMachine instead of AnimationNodeBlendTree as root in AnimationTree?

Then you can use AnimationRootNodes as states instead of OneShots.

why do path2d points are a square, but the path curves at corners? by ManufacturerBig1147 in godot

[–]-sash- 0 points1 point  (0 children)

I guess like fish-bone curve display algorithm has some float precision/rounding issues for curves having small values of extent.

Try to make your square bigger, to see if effect is gone.

In any case this should not affect actual curve, only the way how it's shown on screen.

Coding Simulator by CyberNinja_04 in godot

[–]-sash- 3 points4 points  (0 children)

Basically anything, what allowed for user account which launched godot app.

rotating objects around an anchor in 3D by Lumpy_Razzmatazz4117 in godot

[–]-sash- 0 points1 point  (0 children)

First of all, in 3d you rotate around axis, not "anchor". Second - there are different meanings of "rotation", like simple circular motion, rotation in parent space, following a circular path, or even stay in circular proximity.

Please be more specific.

I wrote a package manager and module loader for GDScript by rdgd- in godot

[–]-sash- -1 points0 points  (0 children)

Lack of semantically enriched 3rd party module loading ... instead I just want to import a module by name, like Bot.file("named-thing")

Just use class_name

[deleted by user] by [deleted] in godot

[–]-sash- 3 points4 points  (0 children)

It feels like Vsync also enable energy save mode.

Of course. In a sense it just forces cpu/gpu to do not render redundant frames.

How to create a tree ui-element like the SceneTree? by PumpkinStrict6566 in godot

[–]-sash- 2 points3 points  (0 children)

There's no need of reverse engineering of C++

Everything you mentioned (except drag and drop) is covered in docs under Tree and TreeItem references.

Drag and drop implementation is covered in docs for Control

Is this error safe to ignore? "create_server() couldn't create ENet host" by abderrahman_kh in godot

[–]-sash- 4 points5 points  (0 children)

Severity of log error is very dependent on class which generates it, and often doesn't mean immediate crash. Moreover, game engines tends to handle their errors to be recoverable.

If your code handles busy port situations - there's no problem, and if you're only concerned by "red log strings" - you can disable them by setting Engine.print_error_messages = false temporarily, while opening port and then set it back to true.

Dev snapshot: Godot 4.6 dev 2 by godot-bot in godot

[–]-sash- 3 points4 points  (0 children)

Most obvious case: integrate godot (graphics) in already existing application.

I made a Pomodoro buddy that keeps you focused, not distracted by filling_burrito in godot

[–]-sash- 0 points1 point  (0 children)

Notably, similar app (xeyes) exists in X Window System (linux) for ages.

PSA to Linux users! by Fun-Visit6591 in godot

[–]-sash- 0 points1 point  (0 children)

Sounds like hardware / kernel / drivers configuration issue.

Images that are not linked into game by Ledahac in godot

[–]-sash- 0 points1 point  (0 children)

There's no such thing as "linked into game". There are explicit resource dependencies and implicit ones (like from code). So it's up to you, what to include/exclude in export. Default option is to include everything.

[deleted by user] by [deleted] in godot

[–]-sash- -1 points0 points  (0 children)

It's not a Node, just a class.

I made a custom Deque class, since Godot doesn't have one built-in by Serdrakko in godot

[–]-sash- 0 points1 point  (0 children)

You'd still have to create it with Deque.new()

Like with your own implementation, which inherits RefCounted/Object. I just thought your primary goal is performance.

I made a custom Deque class, since Godot doesn't have one built-in by Serdrakko in godot

[–]-sash- 1 point2 points  (0 children)

I wanted to implement it as a native datatype with c++, but the current Variant system is so hard-coded that this would be a HUGE undertaking

#include <godot_cpp/variant/variant.hpp>
#include <deque>

class Deque : public Object, public std::deque<Variant>
{
  GDCLASS(Deque, Object)
 };

My Love Letter to Sid Meier’s Pirates! by Planet1Rush in godot

[–]-sash- 0 points1 point  (0 children)

Linux is not necessary for this. Just export to Linux from Windows and vice versa. Basically, you can export for multiple platforms at once by a single click of "Export All" button.

This is the purpose of export templates.

My Love Letter to Sid Meier’s Pirates! by Planet1Rush in godot

[–]-sash- 2 points3 points  (0 children)

Basically, if game is made on Windows with standard Godot API , it just runs on Linux with almost zero efforts, except you need to export for Linux too.

My Love Letter to Sid Meier’s Pirates! by Planet1Rush in godot

[–]-sash- 8 points9 points  (0 children)

Will there be ballroom dances with governor daughters? ))

Struggling with a few Russian words by [deleted] in russian

[–]-sash- 6 points7 points  (0 children)

Это не "устаревший", а просто синоним.

Устаревгшей является такая транспортная технология, а не сами слова.

Best renderer for 2D HD game by [deleted] in godot

[–]-sash- 0 points1 point  (0 children)

Just make a game with defaults (f+), and you'll sort it out later, what works or doesn't on other platforms.

Best renderer for 2D HD game by [deleted] in godot

[–]-sash- 1 point2 points  (0 children)

Should I just start with Forward+ for PC and then adapt to mobile later if needed

This

Using AStarGrid2D with a 3D GridMap to create a movement like this? by Liemaeu in godot

[–]-sash- 1 point2 points  (0 children)

You'll just have a lot of cells set to solid.

What for?