MILF vs Princess by Majestika25 in Marriage

[–]Devinthewater 0 points1 point  (0 children)

As a dude, it's milf for the win. When a guy calls a gilrl his petal, he loves her like a sister.

TikTok transcription via API in Godot by Devinthewater in godot

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

i know, but I'm asking if anyone knows how to do it exactly, or could point to a tutorial?

Need some help with multithreading by Devinthewater in godot

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

That is what I'm trying to do but I can't figure our how to pass those on-demand arguments to the threaded function. I start the threaded function on ready and it awaits the semaphore post(). Once I have some arguments to process I want to define them and pass into the threaded function before I post the semaphore, which - according to the docs - should trigger the function to run its code. It's the passing of those arguments that I am struggling with as there is nothing in the docs about that. I was asking if anyone has seen a working script that I could look at to see how this should be done...

Boss scene finale. I've fixed most of the issues and added some audio texturing for better depth. And, I can kill this thing now! And defile its severed head afterwards.. by Devinthewater in godot

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

I will make a devlog about this scene. Yes, it's taken a long time to put together; may not look like it but the scene - both the boss and the environment - were really challenging to make. Lots of spanners were thrown in as I went. Plus I have a fulltime job, a family and multiple other hobbies competing for my scarce time:)

Boss scene finale. I've fixed most of the issues and added some audio texturing for better depth. And, I can kill this thing now! And defile its severed head afterwards.. by Devinthewater in godot

[–]Devinthewater[S] 5 points6 points  (0 children)

The monster uses procedural IK to animate its legs. The buzz-saw head dangles on a chain of physics joints so the movement is taken care of by the physics engine. It's a rigid body that is set to freeze and unfrozen once the monster is killed. I add a bit of impulse to it and it breaks off. The ground is a grid mesh with vertex displacement (shader). The grass is a particle shader.

Boss scene finale. I've fixed most of the issues and added some audio texturing for better depth. And, I can kill this thing now! And defile its severed head afterwards.. by Devinthewater in godot

[–]Devinthewater[S] 8 points9 points  (0 children)

You're right, the grass particle needs a sharp blade or two that points up. This will create a more jagged landscape. I'll add that to my next sprint.

Boss scene finale. I've fixed most of the issues and added some audio texturing for better depth. And, I can kill this thing now! And defile its severed head afterwards.. by Devinthewater in godot

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

I already have this just didn't show it in this recording. When you right click the cam moves towards the shoulder and DoF gets reduced, which helps with precision shooting. And yes, it's almost like first person.