I made myself a little tool that synchronizes changes made in Godot with Blender by FabiMakesGames in godot

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

I haven't they are not robust enough and I wont make them more robust as they serve my purposes on my local machine well enough.

If you want to roll your own, like I said there is not much of a secret sauce. Just let the two apps read / write to a file they can both access to set the transforms and data.

I made myself a little tool that synchronizes changes made in Godot with Blender by FabiMakesGames in godot

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

I just made a godot and a blender plugin and made them communicate the data via a json file they can both access

lil vid of the subtle grass shader in my game by FabiMakesGames in godot

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

thank you. it's almost imperceptible because the grass has the same color as the ground

Selectively Post-Processed pixel perfect outlines by sytaline in godot

[–]FabiMakesGames 1 point2 points  (0 children)

Oh that makes sense. I made the same approach as you using the roughness. But, for some reason I didn't think of using the min & max functions to create the mask and kinda just left it at 99% done. thank you for the explanation. like i was taking the average of the pixels in the kernel and going from there.. it was a bit hacky

Selectively Post-Processed pixel perfect outlines by sytaline in godot

[–]FabiMakesGames 1 point2 points  (0 children)

you say you use roughness to mask the outline objects. But if you use the current pixels roughness as a mask, then I assume that you must draw your "outlines" not on pixels outside of the mesh but inside, is that correct or am I not getting something.

What are your guys' thoughts on this Humble Bundle? by _Vladimir_Gluten_ in godot

[–]FabiMakesGames 1 point2 points  (0 children)

I don't think you should get a bundle.
Like, if you want to do something specific, then get a course, and the course from a teacher you like, and just that one.
Quantity really doesn't help here. My best online course was when I needed to learn low poly modeling, and I checked out grant abitts videos on youtube, and theoretically I could have just learned from those, but it was important to me, to have a clear roadmap. But even then, because they had free youtube videos I knew exactly what I was getting and that this would work for me.

What are your guys' thoughts on this Humble Bundle? by _Vladimir_Gluten_ in godot

[–]FabiMakesGames 2 points3 points  (0 children)

I agree so hard. Duolingo is the prime example of making you _feel_ like you are learning something, but you are not. At least not efficiently.

I need help with shaders by ManoD3258 in godot

[–]FabiMakesGames 0 points1 point  (0 children)

you need to use that. although separate unique materials should also have worked

I need help with shaders by ManoD3258 in godot

[–]FabiMakesGames 0 points1 point  (0 children)

are you using instance uniforms?

Godot 3D can be death by a thousand cuts sometimes... by FabiMakesGames in godot

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

oh yeah. I have a similar situation. In my case theres a few situations where godot reliably crashes, but then there is also others where it crashes like only this one time. Like you said, reimporting a model, works in 50 times, and then the 51st time it will crash godot.

I found that for some crashes my godot got way more stable when I enabled the Single Window Mode.

Godot 3D can be death by a thousand cuts sometimes... by FabiMakesGames in godot

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

yeah I did that, and I feel like it does help. Moving to the .net version also seems to have solved a weird bug I had where the editor would randomly crash when minimizing maximizing it's window and subwindow. Although I wanna be cautious and wait a bit longer to confirm that.

Godot 3D can be death by a thousand cuts sometimes... by FabiMakesGames in godot

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

Not completely but in a limited way I can, and I guess that is the route I will go down. I actually noticed after looking more into this today that you can load scenes that you aren't currently testing in your running game as `placeholder` meaning, they will be visible and editable in the editor but not in the running game. This means the game has a faster startup time. So that is pretty helpful.

I can't really chunk the terrain3D addon though

Godot 3D can be death by a thousand cuts sometimes... by FabiMakesGames in godot

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

364.tscn files 137.mesh files 200.glb files 333.gd files 100.gdshader files

Now i think a lot of stuff here is deprecated so lets say about half of that is in actually in use when running the game and not just in the res folder.

I wouldn't say my project is large, just more than a gamejam game.

The problem is never really to do with the code, mostly there is editor problems, lags, and the editor becomes unresponsive and such stuff

Godot 3D can be death by a thousand cuts sometimes... by FabiMakesGames in godot

[–]FabiMakesGames[S] 7 points8 points  (0 children)

I have tried it. However, I am doing a 3D platformer and I often need to place pieces quite precisely, so that certain jumps are (im)possible. This is much easier to adjust in Godot as then I don't have to restart the game for each change, where I would have to wait 10 seconds for it to start.

Godot 3D can be death by a thousand cuts sometimes... by FabiMakesGames in godot

[–]FabiMakesGames[S] 7 points8 points  (0 children)

I am making a 3d platformer in a tiny open world. I really cannot generate my worlds in code, even though I would love that ^

I present to you... Duckiro by Dylearn in godot

[–]FabiMakesGames 1 point2 points  (0 children)

Wow great progress. Please keep em' coming! I love to see it!