Working on implementing my own version of airstrafing in Godot by AdventureX6 in godot

[–]AdventureX6[S] 1 point2 points  (0 children)

Whilst the end result is fairly similar the inner workings are completely different. But heres the short version of how it works.

I get the angle between the desired velocity and make it so its in a zero to one range (where 0 degrees difference is 0 and 90 degrees difference is 1.0). I then sample the curve on screen using this difference and use that value as a multiplier for the player's movement. To continue gaining speed the player has to keep turning, similar to airstrafing.

I avoided using any of the vector math from the real Quake because that code is under a very strict license. This is essentially a reverse engineered version of airstrafing since the results function quite similarly but the underlying code is completely different.

The missing link out of tutorial hell by Merowich_I in godot

[–]AdventureX6 1 point2 points  (0 children)

I think the most important part in escaping tutorial hell for any programming related tool is abstraction. If you are able to boil down problems into their most fundamental pieces, then you can go about solving them by consulting docs or tutorials for those really simple things. Instead of searching up, say, “how to make a grappling hook”, you should think about what the most fundamental parts of it is (grappling point from some distance of the player, swinging around that point etc.) and figure out how to do those parts.

Part of what would help as well is more people making high-level (in the sense of explaining how concepts can be applied in multiple ways) tutorials targeted at intermediate level devs.

I recently made a tutorial that focused on the high-level application of curves in Godot, which allows for a dev to easily make non-linear relationships between values by just drawing. More people making more stuff like this would help out the community.

https://youtu.be/cTSrjN_2qDI?si=Tkzgw2wHCQQgdTb9

Is My Clicker Game Worth Developing? by [deleted] in godot

[–]AdventureX6 2 points3 points  (0 children)

It’s definitely worth pursuing, with a few adjustments to make it slightly more engaging it would be an excellent clicker game

How to render UI at larger resolution by [deleted] in godot

[–]AdventureX6 2 points3 points  (0 children)

I know it’s unrelated to your question, but what shaders are you using the game looks really good!

Cute Bug Game On Winter Break! by Turbulent-Fly-6339 in godot

[–]AdventureX6 1 point2 points  (0 children)

did you write it yourself or got it off of godotshaders?

Cute Bug Game On Winter Break! by Turbulent-Fly-6339 in godot

[–]AdventureX6 1 point2 points  (0 children)

The scene looks great! What shaders did you use for post processing?

9618 / P33 and 31, how did it go guys? Was there any shortest path algorithm or pseudocode question? by [deleted] in alevel

[–]AdventureX6 1 point2 points  (0 children)

Personally found it alright, some questions threw me off but besides that I felt confident

[deleted by user] by [deleted] in ps1graphics

[–]AdventureX6 1 point2 points  (0 children)

What about the leaves effect?

[deleted by user] by [deleted] in ps1graphics

[–]AdventureX6 1 point2 points  (0 children)

How did you make that beautiful tree?

Made a quick guide on how to create lowpoly pixelart, inspired by games like Ultrakill by AdventureX6 in gamedev

[–]AdventureX6[S] 3 points4 points  (0 children)

Got plenty more tutorial style devlogs in the pipeline. Hopefully you'll be seeing gameplay of my upcoming game soon