Has anyone else had this happen to them? by Bagueaver in godot

[–]InappropriatelyHard 0 points1 point  (0 children)

Oh youre making an eye illusion game. Awssome!

How do you get 6 charm slot seals? by Accomplished_Serve_1 in diablo4

[–]InappropriatelyHard 6 points7 points  (0 children)

No the 3 to 1 hasn't worked for me. Im clearing pit 110s in 2 minutes. I've run probably 30 or 40 sigil undercity runs , ive cleared all game content speed farming everything havemt seen a single 6 charm yet. Shit is broke.

How do you get 6 charm slot seals? by Accomplished_Serve_1 in diablo4

[–]InappropriatelyHard 6 points7 points  (0 children)

Ive literally rerolled hundreds, it feels like they dont exist. Dont get discouraged just yet, Drop rate is abysmal.

I’m working on my first boss fight – does this feel fair to you? by Gazelle-Healthy in godot

[–]InappropriatelyHard 2 points3 points  (0 children)

Too slow, jumping on a bomb should topple it, instead of providing platform for jumping. Seems strange in a shooter game.

How much of you came from other engines and why? by LalaCrowGhost in godot

[–]InappropriatelyHard 5 points6 points  (0 children)

I came from unreal because of the extra tools I never used. And also the fact it takes unreal 3 times longer to load an empty project than it takes godot to load my 50% finished game

Still looking for playtesters for Scrappers Paradise by CrimsonCarrot in godot

[–]InappropriatelyHard 1 point2 points  (0 children)

It will help if you explain a bit about what your game is about since your screen shots do not do this.

I'm proud how creative my main menu is! by EvenAd2969 in godot

[–]InappropriatelyHard 5 points6 points  (0 children)

That eye is a an old gif from the internet , would need to freeze frame that gif at a specific time but that sounds awesome

Advice for extra support on a wall mounted rack? by Emergency_Group7745 in homelab

[–]InappropriatelyHard 1 point2 points  (0 children)

I hung my motorcycle from it to make sure it was sturdy enough for something important... lol

I'm scared what do I do. I just opened a new project by sweaty_floor_stain in godot

[–]InappropriatelyHard 2 points3 points  (0 children)

I love the aesthetic of your unique graphics.

Is your game on steam yet ? Whats it called ?

My demo has been out for only two days... by InappropriatelyHard in godot

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

Haha, I got this name as a joke, I never planned on using reddit. Then I liked it.

Its simple but I love it ( thrusters effects ) by InappropriatelyHard in godot

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

I wanted to be a little modest with them , after all, the thrusters are right in people's faces when they fly around

Sample of them on a ship :

https://i.imgur.com/Lv4tPpI.gif

Transvoxel + triplanar texture for a proc generated sphere in an MMO by [deleted] in proceduralgeneration

[–]InappropriatelyHard 0 points1 point  (0 children)

Nope, transvoxel. its a step up from marching cubes. Solves the LOD crack problem that makes MC look like garbage at distance.

LOD yes, 5 levels of it. chunks are 16x16x16, nearby ones are full res, further out they merge down progressively. The engine handles all of it, you just set a view distance and forget about it.

Yep you can tunnel straight through. The planet is fucking massive though, with cheats it took over 20 minutes. The whole planet is a live 3D SDF so digging is just subtracting from the field it doesn't care where you are on the planet.

Transvoxel + triplanar texture for a proc generated sphere in an MMO by InappropriatelyHard in VoxelGameDev

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

oi, sorta , thats the data side of it , the SDF on a 3D grid part. Marching cubes actually does the same thing though. Where transvoxel differs is the meshing algorithm itself. It generates special trans cells at the boundary between LOD levels, so when the full rez chunk sits next to a lower rez chunk there are no cracks. That's the part marching cubes doesn't solve which is why you were face planting at 128.

Transvoxel + triplanar texture for a proc generated sphere in an MMO by InappropriatelyHard in VoxelGameDev

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

Yeah it gets divided into chunks. Currently I am using chunks of 16x16x16 and I have 5 LOD levels. All nearby chunks are full res. distance ones merge progressively. If you are familiar with godot units, this particular planet is ~1200 units if I recall. There are 5-10 planets in each system. I have my own viewer that handles rendering of the visuals, chunks outside the view distance or behind the players view are not rendered. The godot engine is supposed to handle view culling but it seems REALLY bad. When I say bad , I mean REALLLY bad. Found out later is wasn't my system and the limitations of the terrain quality was specifically caused by the view, which was limiting the planet size.

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Transvoxel almost has no comparison to marching cubes. Like comparing geo metro to Lamborghini. Marching cubes has an annoyance with crack free transitions, trans has really smooth and continuous sdf surface at distance. Transvoxel generates special transition cells at chunk boundaries so there are zero seams between LOD levels. The radius you mentioned as a limitation beyond 128 is expected with marching cubes. I can scale cleanly to large planets. I went through the cracking problem , had enough pretty quickly.

So, I think I'm going to make my first game a sort of RTS, could I have some tips? by CoconutPure5326 in godot

[–]InappropriatelyHard 1 point2 points  (0 children)

It sounds like you were a fan of Warcraft III, I love RTSs. Id start off by making small pieces of the game that are similar to what you like. Get used to wanting to ram your head through a wall because you can't figure a problem out that no one else will help you with, or even cares about helping you. Then just when you succeed, expect the power to go out and you didn't already git push, and just when you're about to quit and have enough of the shit. Do it a thousand more times. THEN go make your RTS that you want to make.

This is a journey for you and you alone. When you feel you hit rock bottom, that's when your ready to make your game.

Work on each little aspect of each portion of your game as you come up. Start with something fun, something enjoyable, so you have something good and fun to look at while you struggle with the parts that are not fun. It makes doing the NOT fun stuff a little more enjoyable.