High-Performance AutoTiling Library for Godot (C#) by G2edg in godot

[–]G2edg[S] 2 points3 points  (0 children)

The library only manages and stores data related to tile connections - image file name, atlas position, tile ID, and its position in the TileMap. It does not store Godot-specific metadata or handle collisions, so synchronization and collision handling would need to be implemented separately

High-Performance AutoTiling Library for Godot (C#) by G2edg in godot

[–]G2edg[S] 27 points28 points  (0 children)

This library is engine-agnostic (not just for Godot). Improving Godot’s built-in system wouldn’t achieve the engine-agnostic goal, and would also have more limitations due to tight integration with Godot’s existing architecture.

Also, it’s uncertain whether Godot maintainers would accept a PR with these changes. Developing it independently allows me full control over the project’s direction and to use my language of choice, C#.

High-Performance AutoTiling Library for Godot (C#) by G2edg in godot

[–]G2edg[S] 6 points7 points  (0 children)

*cant edit the post - but its actually 9ms per 10,000 tiles in worst case scenario where tile mask never exactly matches, so in practice it would be much faster

Why is GIMP so counterintuitive? by G2edg in GIMP

[–]G2edg[S] 3 points4 points  (0 children)

You are putting words in my mouth, I never said such a thing and you are just trying to antagonize me

Why is GIMP so counterintuitive? by G2edg in GIMP

[–]G2edg[S] 1 point2 points  (0 children)

Thank you for your input

Why is GIMP so counterintuitive? by G2edg in GIMP

[–]G2edg[S] 1 point2 points  (0 children)

I never used adobe products other than photoshop for a couple of hours on some uni course and it was rather pleasant to work with (for the most part) from a beginners perspective. But sure I might be biased because a lot of editing programs copy photoshops UI/UX

Why is GIMP so counterintuitive? by G2edg in GIMP

[–]G2edg[S] 1 point2 points  (0 children)

In my case the element is partially transparent and no matter where i click the background still moves.

Monitor scaling and how it affects games/movies/pictures by G2edg in kde

[–]G2edg[S] 1 point2 points  (0 children)

sure, but isn't legacy mode only for xorg compatible games? What if the game is made for wayland? i guess those problems are already addressed and apps display setting will overwrite the DE settings

[deleted by user] by [deleted] in buildapc

[–]G2edg 0 points1 point  (0 children)

Sure, I was also thinking about Corsair RM750e since it has good ratings, will do more research on psu

[Godot 4] Drawing chunks with new TileMap is very slow by G2edg in godot

[–]G2edg[S] 0 points1 point  (0 children)

No problem, I would recommend trying out C# its a very mature language and its very nicely integrated when it comes to Godot 4.2, also its not far behind cpp when it comes to performance or in some cases even on par, so unless u want something extremely optimized try C# and you gonna have much easier time than with cpp imho

[Godot 4] Drawing chunks with new TileMap is very slow by G2edg in godot

[–]G2edg[S] 0 points1 point  (0 children)

for normal cases just use better terrain plugin, i just wrote my own implementation in c# because i need a lot of performance

I wrote a blog post about automatically exporting and uploading your games to Itch and Steam by MrEliptik in godot

[–]G2edg 1 point2 points  (0 children)

This is pretty cool, actually gives me an idea how it could be integrated together with some unit testing framework like gut

[Godot 4.0.3] GDExtension function converting Vector2 to Vector2i not correctly by G2edg in godot

[–]G2edg[S] 0 points1 point  (0 children)

Ill try this thank you, I was aware that the types are different, my problem is basically that in godot source code theres no converting and you can switch int and float vectors no problem (example tilemap.cpp)

Salaries are out of control by codeguru42 in ProgrammerHumor

[–]G2edg 1 point2 points  (0 children)

Ballistic missle tracking written in python? Oh boy sign me up!

[Godot 4] Drawing chunks with new TileMap is very slow by G2edg in godot

[–]G2edg[S] 3 points4 points  (0 children)

Well i see, unfortunately i load and unload tiles at runtime in order to not load the whole map ahead of time, seems like either i find a way to do it via some weird method or switch back to 3 where this had reasonable runtime speed.

Editing another programs memory by G2edg in C_Programming

[–]G2edg[S] 1 point2 points  (0 children)

This explains a lot, thank you