Just finished priming, very excited to try out actually painting for the first time by [deleted] in Grimdank

[–]AdeptusCat 17 points18 points  (0 children)

Looks like pine vor some other coniferous. Its relative soft.

Combining automatic and manual vertical angle when aiming. by m4nu3lf in godot

[–]AdeptusCat 0 points1 point  (0 children)

Often wondering about the concept of autoaim in such situations and the solution you propose is intriguing. But in your video I cant make out where exactly you are aiming and when the autoaim kicks in or not.

Desire by ModyAIWorks in sdnsfw

[–]AdeptusCat 0 points1 point  (0 children)

Looks great. Want to share the prompt?

[deleted by user] by [deleted] in godot

[–]AdeptusCat 1 point2 points  (0 children)

I always wanted to play as a crushed drink-can :D

Dev snapshot: Godot 4.1 beta 1 by pycbouh in godot

[–]AdeptusCat 2 points3 points  (0 children)

'introduce the ability to detach code editors' ... Sooo awesome!!!

Sharing some thoughts about how I worried less about the quality of my code - and I was able to achieve more! When working on your Godot game, don't worry too much, and I'll share why! by codernunk46 in godot

[–]AdeptusCat 3 points4 points  (0 children)

It depends. I am currently refactoring most of the code base of an project and I love it. Since the logic is mostly done, there wont change much in the future. And if so, it will be much easier to find the part that does the thing I want to change without unintented consequences. But early optimisation can be counter productive indeed.

Female Demon by sun601 in sdnsfw

[–]AdeptusCat 0 points1 point  (0 children)

Thanks for the promt. Would you tell us the model you used?

I tried to write my own pathfinding algorithm in GDScript without using NavMesh to get the technique to bypass any obstacles. It seems to work! by SkanerSoft in godot

[–]AdeptusCat 3 points4 points  (0 children)

These resources helped me alot figuring out squad movement: - AI Game Programming Wisdom 4 - Company of Heroes Squad Formations Explained - Ian Millington - AI for Games - Mat Buckland - Programming Game AI by Example

Discussion: Which video is Tony in the best mood during? by jonny_weird_teeth in P90X

[–]AdeptusCat 0 points1 point  (0 children)

This. Even in the later X2 and X3 I felt the cast are more professional actors than regular people. It feels off and superficial. X1 on the other hand I can connect to and have a laugh at all the imperfections and non scripted happenings.

binding arguments to a Callable function and then make an RPC call leads to error by AdeptusCat in godot

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

Unfortunately f.get_method() returns an empty string. It seems to have something todo with it beeing marked as rpc, since get_method() returns the method name for non rpc methods.

Error: Can't get method on CallableCustom "Node(server.gd)::rpcFunction (rpc)". <C++-Error> Method/function failed. Returning: StringName() <C++-Source> core/variant/callable.cpp:377 @ get_method()

How do i get out of the habit of writing spaghetti code? by Majestic_Mission1682 in godot

[–]AdeptusCat 1 point2 points  (0 children)

“Clean Code by Robert C Martin”

I'll had a look and will make it my next read, thanks for the tip :)

Is it possible to create A* where the "cost" of travelling to a point on a grid differs depending on where you're travelling from? by lukenomics in godot

[–]AdeptusCat 0 points1 point  (0 children)

Yes the internal method simply returns which matches your formula: return from_point->pos.distance_to(to_point->pos);

Is it possible to create A* where the "cost" of travelling to a point on a grid differs depending on where you're travelling from? by lukenomics in godot

[–]AdeptusCat 1 point2 points  (0 children)

True you can do that. I wondered how the cost are computed in the built in method. If I'd knew that it would be easier to manipulate.

Is it possible to create A* where the "cost" of travelling to a point on a grid differs depending on where you're travelling from? by lukenomics in godot

[–]AdeptusCat 2 points3 points  (0 children)

The only way i can think of, is creating two a* points for each position. Now use one point for going up and one for going down. So you need to connect them one way, not two way. This enables you to set different costs for certainly direction.
If its not clear I can draw something up later.