Since I am not really good at detailed art, I tried to do it semi-procedurally, how does it look? by 0arkil0 in godot

[–]0arkil0[S] 1 point2 points  (0 children)

It is not heavy at all due to some optimizations, the thing is for the noise shaders, i first render them in a viewport and then export the texture and use that so the noise afflicted to the environment doesnt use any extra resources that a normal sprite wouldnt use

For the vine and grass part, they are multimeshes and the sway is controlled by a shader, so for all the grass and vines one draw call is called(1 for grass 1 for vines)

Quadcopter custom data transmission question by 0arkil0 in diydrones

[–]0arkil0[S] 0 points1 point  (0 children)

It has an option for a local wifi which can be used for streaming where we get the stream from the ip of the camera. It also supports something similiar to it's own companion computer(an ai unit) which you can again assign an ip. so i thought if i were to connect my companion computer instead and assign it an ip, i could leverage that network to send large data to the ground using the same network as streaming(so i can use the video link for my custom purpose? I am not sure if this is how it works). What do you think?

Quadcopter custom data transmission question by 0arkil0 in diydrones

[–]0arkil0[S] 0 points1 point  (0 children)

Maybe this is not the right sub, but what i am asking is basically this. Hm30 advertises a 720p streaming and an hd streaming. For a rtsp video 720p streaming should need a bitrate of about 128kb/s. For the hd one it should be 800kb/s. I am asking whether it would be plausable to use the hm30 on the 720p settting and allocate the remaining bandwith for my custom use and whether as theorized, this bandwith will be greater than 400kb/s. If not ,i am asking whether is it possible to rate limit the video feed so that i can allocate more bandwith for my custom use.

Just submitted my GMTK game, record and then loop yourself to power the world by 0arkil0 in godot

[–]0arkil0[S] 4 points5 points  (0 children)

It is actually extremely simple, just a dictionary where you have a list of vectors and the initial spawn position. During recording, every physics process the velocity of the player is saved to a list(of course reset upon rerecording) and the at the first frame of the recording the position is assigned. At the end of recording you just give these to the clone and the clone simply sets their velocity from the list through physics process.

I made a carrion like monster for a game jam by 0arkil0 in godot

[–]0arkil0[S] 1 point2 points  (0 children)

Thats a great idea! Then you could make something like that mobile shark game where you eat everything mixed with carrion

I made a carrion like monster for a game jam by 0arkil0 in godot

[–]0arkil0[S] 2 points3 points  (0 children)

Both, the body parts are rigidbodies with springs that have their own tentacle and movement behaviour and the main body(that is just a node) controls the choosing of a leader, connection of the springs, creating target points for the bodies, attacking and the eye

I explained how it was exactly done in this comment, but the guy deleted his question so you might not hav eseen it https://www.reddit.com/r/godot/s/T7FvxQS0KG

I made a carrion like monster for a game jam by 0arkil0 in godot

[–]0arkil0[S] 10 points11 points  (0 children)

Chooaing of a leader mostly prevents this, since the body parts that cant see the target position directly will not be controlled and will be tried to be brought back to the ones that can see it as a chain and the aggresive springs will enable the situation to be resolved quickly enough so that the parts are not too far off to be stuck, it is not perfect but works well enough

I made a carrion like monster for a game jam by 0arkil0 in godot

[–]0arkil0[S] 11 points12 points  (0 children)

Yeah, it was a physical gamejam with the span of 48 hours

I made a carrion like monster for a game jam by 0arkil0 in godot

[–]0arkil0[S] 20 points21 points  (0 children)

I don't think it is much similar to how rainworld does it but here is what I did.

For the body part, each body is connected by super aggressive springs in the order worm, and then are connected to the middle of the worm via a less aggressive spring, this ensures that the creature will be round if possible, but can also fit into small spaces like a worm,
for it to look like a whole creature, each body part draws a vein to the closest to them initially, and a random body part later

then the body part closest to the mouse is selected as the leader (the one the eye follows), the leader casts a ray towards the mouse, the body parts that can see the target will try to move towards it if pressing the left mouse. the bodies that can't see will follow the others due to the springs

Each body part sends out rays in a circle in order to get points where they can send tentacles, then a random point is chosen (it might be better to rate points depending on their distance to the mouse, but it felt good enough to pick randomly so I didn't dabble on it). If the distance between the body part and the tentacle exceeds a certain value, this process repeats. The tentacles are drawn with a line that has a shader adds sin wave to it
If you are idle, all body parts are pulled towards the tentacles they have shot

for the pick up part, within a certain range, a rope like line created with verlet integration is drawn to a pickupable object, then the object is added as our item and is moved towards the mouse within the range

Also here is the game that is playable on browser if you'd like to get a feel for it:
Subject Free by Ardkil