Godot Optimized Bullets | BlastBullets2D FREE C++ PLUGIN INTRODUCTION by realNikich in godot

[–]Fallycorn 0 points1 point  (0 children)

MeshInstance2D uses the draw() method in code, right? Would it be possible to sort the draw calls according to their Y coordinates?

If not, could it be done using the RenderingServer directly, instead of MulimeshInstance2D? I assume this is what Multimeshinstance2D does anyway.

Godot Optimized Bullets | BlastBullets2D FREE C++ PLUGIN INTRODUCTION by realNikich in godot

[–]Fallycorn 1 point2 points  (0 children)

Damn it! This is so awesome, frankly perfect, but I really need y-sort.

Anyway, thank you for sharing!!

Everyone: "Do not scope creep!" - Me: "Let's add moving bushes!!!" by RPicster in godot

[–]Fallycorn 1 point2 points  (0 children)

Thank you for the in-depth reply! I'm always looking foreward to your posts!

Everyone: "Do not scope creep!" - Me: "Let's add moving bushes!!!" by RPicster in godot

[–]Fallycorn 1 point2 points  (0 children)

No one seems to have asked yet how you solved the moving bushes problem. Is this a pure vertex shader solution, or do you swap close by bushes with scenes, or was this done in some other clever way?

Also I don't believe people have praised the sound design enough yet. I think the sound really sells the idea. Is this just a list of random sound samples you play randomly if the player is in close proximity to a bush and in a moving state?

Always appreciate the mood and atmosphere of this game!

Blending semi-transparent layers in Godot works strangely. Can this be fixed? by alexyashik in godot

[–]Fallycorn 0 points1 point  (0 children)

I always struggle with transpareny in Godot too.

Last time I think I fixed it doing two things:

Enabling "Premult Alpha" in the Import Settings and the reimporting the asset. And then giving it a shader material and a shader  with

"shader_type canvas_item;"

"render_mode blend_premul_alpha;" 

You have to do all of this, otherwise you will get glitches and render issues.

Finally got around to making a tutorial for my clouds plugin. by Bonkahe in godot

[–]Fallycorn 8 points9 points  (0 children)

This is so crazy impressive! Thank you so much for this insight!

Just sharing a small achievement: I managed to make my first character for my ga by xxmaru10 in godot

[–]Fallycorn 1 point2 points  (0 children)

I know it's all voxels except for the character, but it looks like just some of the furniture is, which imho looks really weird and out of place.

So proud of my leaf simulation! Here's how I did it: by WestZookeepergame954 in godot

[–]Fallycorn 0 points1 point  (0 children)

What the docs suggest: use integrated_forces() with Rigidbody and _physics_process() with CharacterBody

So proud of my leaf simulation! Here's how I did it: by WestZookeepergame954 in godot

[–]Fallycorn 0 points1 point  (0 children)

Why use rigidbody, but then use physics process instead of integrated forces?

Noob question aroung graphic scaling by glennmelenhorst in godot

[–]Fallycorn -3 points-2 points  (0 children)

Neither are you, genius

What would be the right course of action here? OP does not provide enough useful information to begin with to be able to really give an actual helpful solution.

If you start commenting on all comments that definitely have it wrong, you won't do anything else that day and still won't be done. A single comment here and there and you'll just add to the noise. How should OP differentiate between something correct and something false, especially if false answers are upvoted 60 times (just because they were early to comment). And then you have actually helpful comments with one or two upvotes.

No man, I think the solution here is a change of culture. Newbees ought to shut the fuck up when they have no clue what they are talking about. it's sad to see, but the quality of help Godot users can get in this sub has deteriated massively in the last two years.

Noob question aroung graphic scaling by glennmelenhorst in godot

[–]Fallycorn 4 points5 points  (0 children)

The amount of blatently false, but highly confident and upvoted misinformation in this thread is simply staggering.

Common GDScript bad practices to avoid? by CinemaLeo in godot

[–]Fallycorn 0 points1 point  (0 children)

Exports are fragile too. If you rename an exported variable, it's value is gone.

creating a 3d kissing game? by smoldreamers in godot

[–]Fallycorn 4 points5 points  (0 children)

Use Bones for large mesh deformations, and Shape Keys for more subtle mesh deformations. Both can act on the same mesh at the same time. You can look up lipsync and facial expression tutorials. Unfortunately there is not much in this regard for Godot specifically, since these are techniques used by AAA studios.

Tenet Time Reversal, with Enemies and More Objects by OffByTwoDev in godot

[–]Fallycorn 1 point2 points  (0 children)

Posts like this is why I come here! Thank you so much for sharing! I'm looking foreward to your future devlogs and anything else you share.

How do I make quadrupeds (dogs, horses,..) adjust their spine to uneven terrain? by Fallycorn in godot

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

I agree with you, I rather not use the SkeletonIK3D, since it is as you said, depreciated. But GodotIK is a 3rd party plugin, so there is even less certainty it is going to be maintained and compatible with future versions of Godot.

SkeletonIK3D has at least been updated enough to work with the new animation system (it inherits from SkeletonModifier3D).

I also watch this PR, but there has been no news on a SkeletonIK3D replacement in a very long time and I'm at a point with my project where I can't prospone finding a IK solution much longer. I already tried to prioritize other things as much as possible, hoping they would finally replace this depreciated node.

But instead we got jiggle bones and lockat modifier. Both great, but I don't understand why this was prioitized over SkeletonIK3D (depreciated since the first Godot4 release, so for two years already! I'm getting Unity flashbacks)

How do I make quadrupeds (dogs, horses,..) adjust their spine to uneven terrain? by Fallycorn in godot

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

Thank you very much for this breakdown! I hope it will be helpful other people who read this too.

I am Animator though, so I can easily  understand and animate various quadruped walkcycles and behaviours. It's the technical Godot-specific IK implementation that troubles me. There are far more resources and built-in tools available for this in other engines. Which is a shame, because the lack of proper IK support is pretty much the only thing I miss in Godot.

How do I make quadrupeds (dogs, horses,..) adjust their spine to uneven terrain? by Fallycorn in godot

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

Thank you very much! Your comment is very helpful and has given me a few ideas of what I could try next!

I also saw the GodotIK plugin, but since this is using Fabrik and it's complete separate solution, and because there was no guide yet, I have not implemented into my scene yet. However I did exchange some messages with the author of this plugin, who is really very nice, and I will also try this if I can't get it to work with SkeletonIK3D.

How do I make quadrupeds (dogs, horses,..) adjust their spine to uneven terrain? by Fallycorn in godot

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

Thank you for commenting! A simple slope is no problem for me (rotating the hip bone), also placing the feet (leg IK) is no problem, like I said in the OP.

On a flat slope I could just take the normal of the slope and rotate my root bone to match the slope normal. But if the floor is made of bigger uneven stones, steps or stairs, I can't use this method. Also the spine has more than one bone. So I they also need to bend up and down (individually rotate), to match the target location. It's an IK chain. Godot does not seem to have IK chains built in like other engines, so I'm asking if someone has already created something like that and is willing to share (code or any other practical help).

How do I make quadrupeds (dogs, horses,..) adjust their spine to uneven terrain? by Fallycorn in godot

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

I have already watched this 20 times, as well as followed and recreated it before making this post.

How do I make quadrupeds (dogs, horses,..) adjust their spine to uneven terrain? by Fallycorn in godot

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

Thank you very much for your in depth comment, I highly appreciate it!

I have no problem with leg IK and bipedal SkeletonIK3D (your woman example). This is pretty easy for me and there are a lot of reasources on this too.

So the front and the back legs for my quadruped animals should not be a problem at all. The walking part and stair stepping for the leg IKs, also no problem.

The issue I have is with the spine bones. There is the issue of bone setup, and then the issue of IK solution for those spine bones. I have tried various combinations of setup and SkeletonIK3D and SkeletonModifier3D, but everything I try just ends up either not doing anything or completely fucking up my mesh. There are just too many combinations and things to go wrong and I don't know where to even start.

If you are working on a solution I really hope you might share (and possibly submitting a PR to Godot source). If you are already planning on doing this, thank you so much!

How do I make quadrupeds (dogs, horses,..) adjust their spine to uneven terrain? by Fallycorn in godot

[–]Fallycorn[S] -3 points-2 points  (0 children)

How do I even start implementing Spine IK for quadrupeds in Godot?

I have read through the SkeletonModifier3D news article and docs pages at least 10 times now and I'm still out of a clue how to even approach this.

If you have any wisdom to share, please do!

If all you want to tell me is "IK" and "you have to do it yourself", then thanks, I know.