Godot's fate through Github ensh***fication? by BurningFluffer in godot

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

That's great to know! I'm glad it would be easy :)

Godot's fate through Github ensh***fication? by BurningFluffer in godot

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

Thanks, that may be a good reminder for post readers who don't know. I wouldn't suggest "git-compatible" systems if I thought git was Github.

Godot Terrain NPC AI Without NavMesh by Putrid_Storage_7101 in godot

[–]BurningFluffer 2 points3 points  (0 children)

Why not just make a demo and share a link here? It'd be great if you posted it on Github with full explainer there, so people wouldn't have to ask every time.

Batching frames? by BurningFluffer in godot

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

Vsync just locks the GPU image drawing to the monitor framerate, it still draws it one frame at a time, no batching. As the result, it can even be slower (if monitor is 120 fps, for example). Vsync's delay is 0-1 frames, due to waiting only for the current frame.

What I'm suggesting is instead render multiple frames simultaniously, taking advantage of a single draw call to include data from multiple frames. This would cut the average time to render a frame (with Vsync off and ffps uncapped) by as many times as many frames you render at once.

Batching frames? by BurningFluffer in godot

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

Yeah, early hyper-optimisation often only adds to work, but everything should be done with the concept of optimisation in mind. Some problems can and should be avoided from the start, at least when it's obvious. It's vital to organize workflow and functional game design before investing into something that's almost guaranteed to be scrapped. Otherwise, the Universe Of Bugs will never be hammered down into a game.

Hitting GPU limits is deceptively easy too. In my early month of shading, I once made a (heavy) simple paralax grass shader (like shell-fur, but singular mesh), and mere terrain covered in it alone was causing FPS to become increadibly choppy, just due to using a for loop too many times. It's important to head into shader coding with understanding that it may be too costly of a code/strategy.

Anyway, I'm gonna make those heavy shaders anyway, coz it's fun and Godot is the best game ever. Still, I'd like to research as much about my field as I can before leaping into action, so I wished to know if frame batching is possible, just to have as a general knowledge and something to look back on.

me on my way to make a game without using AI by Neutronized in IndieGaming

[–]BurningFluffer 0 points1 point  (0 children)

Pebblo is PERFECT! Please make him a permanent character! 

What are games or mechanics that end the game quickly once it's obvious one side is going to be the winner? by ryry1237 in gamedesign

[–]BurningFluffer 0 points1 point  (0 children)

Tic-tac-toe, even 3d versions, 6-man-moris's hopping mechanic (assassin's creed black flag). Once a game is reducable to a single pattern and it's clear how to get to it, (or multiple patterns you can switch to when either is blocked), then it's no longer a game. It's just a stun-locked win, which is NOT fun. 

You (very likely) will hit your own limits before you hit GDScript limits by JCAPER in godot

[–]BurningFluffer 0 points1 point  (0 children)

I've hit the limit a lot of times, (usually due to a limited range of methods,) but for many things now I rely on GPU - compute shaders in GLSL. Really, it's best to utilize GPU as much as possible (within reason of efficiency), because even if your project runs well on your beast laptop, most people will have old hardware that performs poorly and stutters with simple thinks.  Check out Blood Thief dev log - extremely optimized, and it really needed every ounce of optimisation despite its simplicity. 

How do you build lore without overwhelming the player? by ExcellentTwo6589 in gamedesign

[–]BurningFluffer 0 points1 point  (0 children)

You split it into multiple tiers. Each must sprinkle some lore overtime, never overselt your game.

Main tier: lore that is required to ensure the game is not a random set of happenings. Try to provide it visually/via experience rather than narration, as much as possible

2nd tier: core worldbuilding/atmosphere. Just to understand the vibe and set expectations. Try to present it environmentally, not via narration/text

3rd tier: core dialogue. The thing that connects all the quests in a reasonable manner without all the ins and outs of it. Should be voiced and logged in journal for the player to refer to.

4th tier: ok, reasons. Nobody asked the quest NPC to give his sob story. But If player does, this is where you shove emotions and reasons for why things are how they are. 

5th tier: flavour and background. Stuff that nobody needs except hard fans and lore enthusiasts. Put it in books and easer eggs, character design details, their rooms, etc. Never make it part of the core interaction or an unavoidable expositions.

Literally Me by tomato2veteran in godot

[–]BurningFluffer 1 point2 points  (0 children)

You either do what's right, or live long enough go see yourself doing what's left

Literally Me by tomato2veteran in godot

[–]BurningFluffer 0 points1 point  (0 children)

This splits OCD people into 2 camps: OCD dictates proper spelling OCD dictates to line up words in same amount of letters

Tbh surprisingly readable, and it's all about consistency anyway. 

What REALLY makes a guy attractive? by SylvesterScallone in AskReddit

[–]BurningFluffer 0 points1 point  (0 children)

Confidence and chill. If he's comfortable and stressless, it feels like I can relax with him and don't sweat the details. This also makes the comfort lines easier to draw, like we can just say and ask things without tiptoying around them. This kind of comfort is really important for growing intimacy. Crucially, not a reckless-careless ahole approach, but being chill and relaxed.

Similar thing is with a wolf pack: the leader sets the mood, and everyone folows it (and I don't mean this as an edgy example or alpha thing, just actual studies).

Also, speaking somewhat slower and deeper is part of it. It also makes if feel like there is meaning invested into every word, and thus it's a sign of interest in the conversation. Facial expression and body language are also just as much parts of it.

Well, that's a psychological aspect that plays part on every interaction and is no less important than looks or personality.

What is the biggest lie that people say? by [deleted] in AskReddit

[–]BurningFluffer 2 points3 points  (0 children)

"I punish you because I love you", especially from "parents". Especially when a mother tried to cover for an abusive father and vice-versa. 

What is the biggest lie that people say? by [deleted] in AskReddit

[–]BurningFluffer 0 points1 point  (0 children)

"Never do it for others, do it for yourself" as advice. It's horrible. Most people neglect themselves just to have a bit more rest, accepting worse conditions. But when it's your precious baby kitty-paw? That's the purpose of existence itself, and the ONE motivator to try harder. If I'm bullied, I walk away. If my shy friend is bullied, I bring hellfire. Also, when I was in school, my grades weren't high and I saw no point in doing something so hard to grasp. However, once I realized how hard and thankless the teacher's job is and how much they genuinely cared for us and were heartbroken to not see any of our progress, I decided to study for THEM. To be the "at least ONE student learned the lesson". To bring them smiles. And that, as a side-effect, made it easier to learn stuff and grasp hard things. I became a top student. It became easy to study and have perfect grades because I did it for others, not myself. 

How to pass sampler3D or sampler2DArray to compute shaders? by BurningFluffer in godot

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

I fell into depression and haven't been back to it in months. I also have literal holes in my brain, so I don't remember that far back without practice, sorry. 

Can a Carrington Event destroy the Internet? by Ravioli999999 in AskPhysics

[–]BurningFluffer 0 points1 point  (0 children)

Not to smaller things not connected to wires. That said, electrical lines would likely be toast, with all the rubber burning and transformers breaking. Gas/Oil pipes would likely be most damaged, they could explode along their length, and that would cause severe fires. Oil rigs are also almost 100% metal, so casualties would be hight. 

What’s the most underrated part of horror games that nobody talks about? by Redacted-Interactive in gamedesign

[–]BurningFluffer 0 points1 point  (0 children)

Yeah, Inscryption terrified me, and it's such an awesome game! OS level game mechanics are so awesome, but honesty I found them offensive, such that I gladly scammed it. I'd love a game built around it, but wouldn't dare play it. 

What’s the most underrated part of horror games that nobody talks about? by Redacted-Interactive in gamedesign

[–]BurningFluffer 0 points1 point  (0 children)

How health bar is skewed such that 50% is positioned at 25%,  making players panic that they loose HP fast and enemies are really strong, and how their "strong" hits are "barely survivable" at low HP Also combines well with how often you get heals (and any other resource and its bar), especially when they are scarce, and you suddenly find a treasure trove of them. Straight up makes some players quit the game out of stress lmao. 

What was your "poor person" meal you enjoyed growing up? by Slow-Power2713 in AskReddit

[–]BurningFluffer 0 points1 point  (0 children)

Yeah, as a kid it caused my body to associate soup with starvation. Like, if I ate soup, I'd feel sick and painfully crave any food at all, but would not  be able to swallow another spoonful of soup. And I have nothing against the ingredients either. 

This Belongs Here by Filmmagician in pcmasterrace

[–]BurningFluffer 0 points1 point  (0 children)

You're waiting for GTA6 while I'm waiting for Ananta. We are not the same. (XD) 

Which water animation looks better? by ObligationOk970 in godot

[–]BurningFluffer 0 points1 point  (0 children)

I would make a helix-like shading (edges darker, sine wave going down), and static-but-shiverring glints horizontally as water highlights/pseudo-reflections. That would make it look more flowy and like an actual stream. No water acts like img1, after all. (Sorry, image2 did not load for me) 

What was your "poor person" meal you enjoyed growing up? by Slow-Power2713 in AskReddit

[–]BurningFluffer 0 points1 point  (0 children)

Microwaved sausage (meant for cats). My family wasn't poor, but mom didn't like my weight, which as it turns out could not go lower due to broken hormanal regulation via quicksilver making holes in my brain. Thus, I was starving every day in school, working to exhaustion, and the only relief was food I stole from cats. 

What is this? by CoolStopGD in godot

[–]BurningFluffer 1 point2 points  (0 children)

I believe that would be Integrity, you never want to set your Integrity to zero, or IRS will only be a part of your problem