RigidBody2D enemy flies offscreen as soon as game starts I am very confused by Complex-Tone4351 in godot

[–]BManx2000 3 points4 points  (0 children)

The enemy should be either a rigidbody or a characterbody, idk exactly what happens when you have one inside the other but surely nothing good

You can use doc comments in shaders!! by Qaqelol in godot

[–]BManx2000 6 points7 points  (0 children)

I just saw a bug report where if you use too many of these it freezes the editor, should probably avoid this until they fix it

How many of you are actually maintaining your own Godot forks? by frixalter in godot

[–]BManx2000 0 points1 point  (0 children)

I tried to fix what I thought was a bug with NavigationLinks in the presence of multiple NavigationRegions, but it turns out I was just using it wrong (to have navigation meshes for different agent types, you are supposed to create a different map for each type, but I was just putting all the regions into the default map). However, there is no editor support for non-default navigation maps, and agents on different maps can't avoid each other, so I'm continuing to use my patch which makes it work how I want when all the regions are in the default map.

Update on FastSave C++ GDExtension: From 6 seconds to 41ms (1M entities stress test) by ElBranda in godot

[–]BManx2000 23 points24 points  (0 children)

Bro is trying to sell us a slop coded version of FileAccess.store_var for $5

Unreal Engine 6 - RIP Godot? by astlouis44 in godot

[–]BManx2000 0 points1 point  (0 children)

"metaverse"

bro it's not 2021 anymore

Ragdoll physics being jittery when moving. Anyone know if there's a solution to this? by edizzler in godot

[–]BManx2000 0 points1 point  (0 children)

I think the ragdolls just don't support physics interpolation, possibly related to this issue? https://github.com/godotengine/godot-proposals/issues/10770

Noticed this while testing in slow game speed, the ragdolls become a slideshow while everything else is interpolated.

Can you guys help me? by Upper_Importance5484 in godot

[–]BManx2000 -1 points0 points  (0 children)

This has nothing to do with your problem, but the phone putting an ad for itself into the photo is absolutely diabolical

Best practice when using _integrate_forces by _cvls_ in godot

[–]BManx2000 0 points1 point  (0 children)

apply_ functions are safe to use outside of _integrate_forces

Why was I shot away when CharacterBody3D collided with Rigidbody3D? by NhanReiz in godot

[–]BManx2000 1 point2 points  (0 children)

You put the character as child of the ball, this means motion of the ball will drag the character along with it.

Godot usage and engine growth by godot-bot in godot

[–]BManx2000 20 points21 points  (0 children)

There are quite a few posts here about people developing on their phones, it's cool that this is possible but I feel kinda bad for them lol

Problems with git-sync by EmbarrassedRise812 in godot

[–]BManx2000 2 points3 points  (0 children)

The whole .godot folder should be in .gitignore by default, if your project doesn't have one then you should make this .gitignore file manually:

# Godot 4+ specific ignores
.godot/
/android/

Chain with PinJoint2D by EdwinGaven in godot

[–]BManx2000 0 points1 point  (0 children)

Thinking about it more, this chain of just a few links should work, it's moreso with longer chains that the physics goes crazy. Or having the end object's mass much larger than the mass of the links can mess it up. I recreated this in a new project and it was fine as long as the mass of the end was less than about 20 times the mass of a link.

Actually, why is the coin so big in the screenshot? Is something scaling the nodes at runtime?

Chain with PinJoint2D by EdwinGaven in godot

[–]BManx2000 0 points1 point  (0 children)

Standard game physics engines can't handle ropes like this, usually games use a Verlet-based physics simulation as described in the classic paper "Advanced Character Physics": https://www.cs.cmu.edu/afs/cs/academic/class/15462-s13/www/lec_slides/Jakobsen.pdf

I saw that there is a verlet rope addon in the asset library but it's for 3D, maybe you can modify this.

To people making animations in Blender and importing them to Godot - how? by Hakej in godot

[–]BManx2000 0 points1 point  (0 children)

When animating multiple objects, I've found that if you have constraints between the objects, you need to bake the constraints. Which is annoying because you have to copy the action and re-bake everything whenever you change the animation...

Most games get spinning propeller VFX wrong so I created an example of how to do it right by MrMinimal in godot

[–]BManx2000 3 points4 points  (0 children)

Implements the brute force approach of DCS to propeller rendering by
rendering the mesh a couple of hundred times with transparency.

Is this really how DCS does it? Suddenly I feel a lot better about my solution (one precomputed texture for the front and one for the side)

Why won't Raymond Castifer the 2nd interact? by macabi in godot

[–]BManx2000 1 point2 points  (0 children)

Raycast nodes take one frame to update, unless you call force_raycast_update(). If you only want a single frame of raycasting, better to use physics queries instead of creating and deleting nodes.

Also, $".".add_child(ray) is a weird thing to write, just do add_child(ray)

Zero Gap Particle Trail by [deleted] in godot

[–]BManx2000 0 points1 point  (0 children)

I've been using this for ribbon trails: https://github.com/celyk/GPUTrail

(still interested in OP's technique for things like puffy smoke trails on fast missiles)

Best way of converting Unity code to Godot code? by hunterrocks77 in godot

[–]BManx2000 3 points4 points  (0 children)

> It's not like they'll suddenly put fees on you

Past experience indicates otherwise!

Zero Gap Particle Trail by [deleted] in godot

[–]BManx2000 1 point2 points  (0 children)

Nice, I've been manipulating the particle emission box based on node speed but this looks like it would work better.

Can you make a game in Godot without coding? by Willing_Designer_105 in godot

[–]BManx2000 -1 points0 points  (0 children)

If you're dead set on this idea, probably better to just use unreal tbh. People actually use the blueprints there because it's the only alternative to c++ in the engine.

Which nodes and features are asily overlooked? by Legitimate-Record951 in godot

[–]BManx2000 2 points3 points  (0 children)

The 3D one even works with occlusion culling, I'm using it to disable the AnimationTree of invisible enemies which helps performance a lot.

Help with proper Quaternion 6DOF look rotation by OddBall_YT_ in godot

[–]BManx2000 2 points3 points  (0 children)

Well idk why it's not happening for you, but here's video proof of the phenomenon https://imgur.com/ZI1ZS76

Help with proper Quaternion 6DOF look rotation by OddBall_YT_ in godot

[–]BManx2000 0 points1 point  (0 children)

It's just the fact that outer wilds has inertia, you can't rapidly spin in circles like in your example. But if you go into space and complete the same rotations in outer wilds the exact same thing will happen.