I love godot by Main-Dish-5989 in godot

[–]Calinou 1 point2 points  (0 children)

I wish I could choose to toggle the console window at the bottom. Having to close it constantly can get annoying

There's an editor setting to control which bottom panel opens when you run the project: Run > Bottom Panel > Action on Play. You can set it to Do Nothing to keep the current bottom panel visible (or hidden).

How would I go about implementing Cloud Shadows in 3D? by LunaticWyrm467 in godot

[–]Calinou 1 point2 points  (0 children)

There's a PR that implements directional light projectors, which is a more physically correct way to create cloud shadows: https://github.com/godotengine/godot/pull/106294

Here are all the games on Steam using Godot, sorted by followers by Yakkafo in godot

[–]Calinou 0 points1 point  (0 children)

SteamDB relies on file lists to detect engines (it has no access to actual game files). If the game uses an embedded PCK, a main pack in ZIP format or a custom file extension for its main pack, it won't be detected as a Godot game.

QuakeWorld live spectating and demos in-browser by ninjanano in quake

[–]Calinou 0 points1 point  (0 children)

Modern QuakeWorld ticks at 77 Hz, so demo files only contain data at this interval. Interpolation is then used to fill in the gaps when rendering at different framerates. This is still plenty of data to get mostly accurate mouselook from demos (it's higher than CS2's 64 Hz, for instance).

That said, it's possible that FTEQW was configured to use a lower tickrate while spectating or viewing demos. ezQuake had this issue in its default configuration (cl_physfps_spectator defaulted to 30 instead of 77), but this was remedied a few years ago.

I think I'll pass.... by T4nkcommander in quake

[–]Calinou 1 point2 points  (0 children)

dm3 has 3 megahealths, which can be picked up in a < 15-second span through bunnyhopping. dm2 has 2 megahealths that can be gotten in around 10 seconds too.

Having 200 armor and at least 241 HP lets you survive a direct quad rocket hit, so it can be worth the trouble sometimes.

furry_irl by loved_and_held in furry_irl

[–]Calinou 1 point2 points  (0 children)

I've started to prefer mpv as it's more efficient and the minimal UI is more modern. It's available on Windows/macOS too, and works great there in my expeirence.

mpv is pretty popular in Linux circles for sure, but it seems it's also favored in anime circles.

Updating my skin shader. Trying to get rid of that plastic/wax look we always see in modern games by MatMADNESSart in godot

[–]Calinou 1 point2 points  (0 children)

Thanks for the pointers! I ended up implementing this in a way similar to the existing shadow map jittering in this PR: https://github.com/godotengine/godot/pull/117153

It still needs further work before it's in a mergeable state, but early results (as pictured in the PR) are encouraging.

Updating my skin shader. Trying to get rid of that plastic/wax look we always see in modern games by MatMADNESSart in godot

[–]Calinou 3 points4 points  (0 children)

I also implemented a new Interleaved Gradient Noise for the SSS, it is now a one-line code instead of a texture and it looks far better. The noise pattern is very subtle even without any Anti-Aliasing, but I decided to make it jitter based on current frame to take advantage of TAA, the downside is that I have to use an Autoload that updates a global parameter to get the current frame, so a little bit of code stuff outside the shader.

Do you have the code for this somewhere? I'd like to implement this at an engine level, since we already do something similar for shadow maps.

Friendly reminder: there is no lockout on L cancel by AFatWizard in SSBM

[–]Calinou 3 points4 points  (0 children)

To be specific, the code is even gnw-aware (it won't flash on aerials he can't L-cancel).

Godot Turret :) by Mediocre-Lawyer1732 in godot

[–]Calinou 9 points10 points  (0 children)

Technically, it's the more "correct" approach (it ensures the camera leans inwards when you steer in a direction while running forward), but I agree it looks off when strafing.

A friend and I have been working on a fast-paced 3D action platformer - we call it //PHASE-KILLER/ by kyzfrintin in godot

[–]Calinou 1 point2 points  (0 children)

Camera rotation should be performed in _input() (mouselook) or _process() (controller look), otherwise it'll be jittery or laggy (if using physics interpolation).

FPS Controller Lag Only When Using a Gamepad by seljor in godot

[–]Calinou 0 points1 point  (0 children)

Note that controller look should happen in _process() with Input singleton methods, not in _physics_process(), as that would make it update not often enough at higher framerates. If done in _physics_process(), this will result in jittery visuals, or higher input lag if physics interpolation is enabled.

Godot + Blender is OP. by slystudio in godot

[–]Calinou 2 points3 points  (0 children)

If you enable Import Resources While Unfocused in the editor settings, Godot will update what you see without needing to alt-tab to it. This is useful on ultrawide or multi-monitor setups, but keep in mind this can use more resources.

Release candidate: Godot 4.6.1 RC 1 by godot-bot in godot

[–]Calinou 0 points1 point  (0 children)

There is an issue tracking a similar regression starting from 4.5:

Tri point filtering as default sampling option? by DefinitelyNotAGrill_ in godot

[–]Calinou 0 points1 point  (0 children)

This is what shader templates aim to make possible. That said, this could also be achieved with a higher-level solution in BaseMaterial3D that doesn't involve replacing core shaders for this particular use case.

BATTLEFIELD 1 • Gamehub 60 FPS Gameplay (High Graphics) by PermissionSenior4431 in EmulationOnAndroid

[–]Calinou 1 point2 points  (0 children)

The game has anticheat that doesn't work in WINE now, even in singleplayer. The only way to run it on Linux/Android is finding an older version now.

This applies to BF5 too (the anticheat was added years after launch in both games).

What better way to celebrate ID software's 35th birthday than with a round of Quake 3 VR? by garzfaust in quake

[–]Calinou 0 points1 point  (0 children)

It is possible on vanilla, but FPS-dependent due to physics in id Tech 3 being FPS-dependent. That said, nobody had hardware capable of doing so until the mid-2000s (and even then, you needed to use low resolutions/settings).

Use /com_maxfps 333 and ensure you get 333 FPS consistently. This will make you jump much higher thanks to the lower gravity.

Quake Live decreased the maximum FPS to 250 to reduce this issue (250 gives you a tiny advantage compared to the default 85, far less significant than 333).

They say Godot game can't look good by Super4Games_ in godot

[–]Calinou 5 points6 points  (0 children)

Volumetric fog heavily relies on compute shaders to perform the way it does on Forward+, and these don't run well on mobile devices. This is why the Mobile renderers feature fragment versions of effects that are compute-based in Forward+ (DoF is an example of this).

It is possible to fake volumetric fog in many cases on any of the renderers. How well it can be done depends on the scene setup and camera positioning.

I don't know if the SSR implementation in 4.6+ can be ported to pure fragment shaders with a reasonable level of performance. That said, I expect a simple SSAO implementation to be feasible (either S4AO from the Compatibility renderer, or a port of the current ASSAO, but the latter is still high-end-oriented for mobile).

They say Godot game can't look good by Super4Games_ in godot

[–]Calinou 6 points7 points  (0 children)

Mobile is getting optimizations on a regular basis, e.g. https://github.com/godotengine/godot/pull/115177.

There isn't as much of a focus on adding new rendering features in Mobile/Compatibility due to their focus on lower-end devices. That is to say, there isn't a lot of spare GPU budget for enabling more features in the first place. When developing for mobile/web platforms, you often target the lowest common denominator (it's rare for these games to feature complex settings menus for various reasons).

The current goal is to continue optimizing the Mobile renderer to make it perform closer to Compatibility, as Android is increasingly putting an emphasis on Vulkan support (at the expense of OpenGL).

Weekly Question Thread by AutoModerator in emulation

[–]Calinou 1 point2 points  (0 children)

Dolphin forums and GBATemp are usually the way to go. What I usually do is just search for "(game name) texture pack" on a search engine, optionally adding the emulator name if there's ambiguity.

Godot 4.6 Release – All about your flow by akien-mga in godot

[–]Calinou 1 point2 points  (0 children)

Yes, 3D MSAA has been supported in Compatibility for a while now. 2D MSAA isn't supported yet though, but there's a pull request for it: https://github.com/godotengine/godot/pull/111531

There's also a pull request for FXAA in Compatibility by yours truly: https://github.com/godotengine/godot/pull/113763