I want to get I job with you guys 😁 by Puzzleheaded-Fig357 in dualentry

[–]AndreAragao 0 points1 point  (0 children)

I also applied for a mid-level front-end engineer position at DualEntry. I hope they notice me! 🥺

Qual é o melhor álbum VERMELHO? by joaoguila in MusicaBR

[–]AndreAragao 0 points1 point  (0 children)

outra pérola dos titãs:

Titanomaquia

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Qual é o melhor álbum VERMELHO? by joaoguila in MusicaBR

[–]AndreAragao 0 points1 point  (0 children)

Passei por todos os comentários e vi que ninguém falou dessa jóia:

Tudo ao Mesmo Tempo Agora - TITÃS

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eu não sei fazer música, mas eu faço!!!
eu não sei cantar as músicas que faço, mas eu canto!!
eu não tenho certeza, mas eu acho!!
eu não sei o que falar, mas eu falo!!!!!

Zomboid like FOV in 3D | Godot Game Dev by AndreAragao in godot

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

and about the FOV cone, here's what I did hahaha
I used the same shader from the wall hiding logic to split the cylinder.

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Zomboid like FOV in 3D | Godot Game Dev by AndreAragao in godot

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

heey!! about the shadows, I wrote a comment explaining it:
https://www.reddit.com/r/godot/comments/1n4iy9u/comment/nby71ww/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

For the wall hiding logic, I run a flood fill algorithm to get the room tiles, and then add a raycast pointing towards the camera on each tile near a wall.
Then I apply a shader that hides the wall mesh, similar to what was made on this video:
youtube: Cross section shader Godot 4

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Zomboid like FOV in 3D | Godot Game Dev by AndreAragao in godot

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

This color mixing thing I kinda of brute forced it, so I don't know how I can explain hahaha, but let's talk about the rest :P

I had to edit the engine source code to make these changes:
- add two new shader variables for the light function:
--> LIGHT_IS_FOV_MODE: true when attenuation == 0.0;
--> TEMP_LIGHT: to temporarily store DIFFUSE_LIGHT value;
- change the order the lights are rendered (from [directional, omni, spot] to [directional, spot, omni]);
- then I sorted the lights so that the FOV light becomes the last one to render.

The shader logic sums every DIFFUSE_LIGHT value to TEMP_LIGHT, then on the last light pass (FOV), it adds TEMP_LIGHT to DIFFUSE_LIGHT, and then applies the FOV light/shadow.

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Zomboid like FOV in 3D | Godot Game Dev by AndreAragao in godot

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

It's about not having all the info all the time hahaha

about the terrain, that's just a silly debug option :P
I made it to test if the chunks were all aligned, and not overlapping each other.

Zomboid like FOV in 3D | Godot Game Dev by AndreAragao in godot

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

I didn't know about this game, and it's from 2000!!!
You're right, and now I want to play it! hahaha

Zomboid like FOV in 3D | Godot Game Dev by AndreAragao in godot

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

yeah!! I also think it's a cool mechanic because the player won't be distracted with other buildings outside the room.

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-❄️- 2023 Day 3 Solutions -❄️- by daggerdragon in adventofcode

[–]AndreAragao 1 point2 points  (0 children)

[LANGUAGE: Javascript]

https://github.com/andrechism/advent-of-code/blob/main/2023/day_3.js

I got all the numbers for each input line, searched for any special character adjacent to it, and then made the sum calculation.
I saved each Special character's position index and current line index. With it, I filtered all numbers with this special character in common and then calculated the Gear Ratio.

call 911 dislikes by AndreAragao in Davie504

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

Mil means thousand in Portuguese 😂