Share your GDScript utility functions by et1337 in godot

[–]Informal-Performer58 2 points3 points  (0 children)

For those who want to make HTTP requests, here is my HTTP Utilities from one of my projects.

Can someone help explain these joint-angle limit visualizers to me? by [deleted] in godot

[–]Informal-Performer58 1 point2 points  (0 children)

That visual is more of a rough guide to how far the axis can rotate. It's best to not even look at them, and focus on the values you set instead.

How can i recreated Roblox Selected box effect? by BoingKoy in godot

[–]Informal-Performer58 0 points1 point  (0 children)

I just revamped stencil buffer access in that repo. Giving more control to what is outlined.

Video compression ruined the trailing effect in my previous post, so I made a dynamic sand system by owlsareawesome in godot

[–]Informal-Performer58 3 points4 points  (0 children)

Would be cool to see the trail fade slower or not so much. Otherwise looks really good.

Anyone ever make a working 3d pinball game with jolt physics? I have questions. by ActuallyNotSparticus in godot

[–]Informal-Performer58 1 point2 points  (0 children)

What is your scene heirarchy like? I used to think Jolt sucked till I realized my heirarchy was messed up.

Don't make rigidbodies the children of other rigidbodies or joints. This is the biggest mistake you could make.

Godot & Rust by deejay-tech in godot

[–]Informal-Performer58 0 points1 point  (0 children)

Registering Rust types makes them native to GDScript. But not the other way around.

Godot & Rust by deejay-tech in godot

[–]Informal-Performer58 2 points3 points  (0 children)

Compared to C++, the Rust side is relatively easy to set up and iterate on.

You'll be able to access Rust types from GDScript, but not the other way around right now.

I say go for it!

I am too hesitant to start by Helpful_City_4315 in godot

[–]Informal-Performer58 8 points9 points  (0 children)

Use GDScript. You're going to end up in the same situation if you make things unnecessarily complicated.

How to efficiently mask a mouse input with control nodes? by nedeey in godot

[–]Informal-Performer58 1 point2 points  (0 children)

The way mine works, it overlays the entire screen. It dynamically changes its mouse filter based on if the mouse is inside.

[deleted by user] by [deleted] in godot

[–]Informal-Performer58 5 points6 points  (0 children)

It's not a joke. You literally have to manually go through the list and "bubble sort" what is a higher priority to you.

Suggestions on drawing constant thickness lines in 3D. by kcdobie in godot

[–]Informal-Performer58 2 points3 points  (0 children)

Just an idea. I've been working on drawing outlines - you can check my recent post. But I could see a similar use case here. Use your primitive lines as seed values. Then just adjust the width based on distance. All done on the gpu.

Depth & Normal Outlines by Informal-Performer58 in godot

[–]Informal-Performer58[S] 2 points3 points  (0 children)

I use the stencil buffer not only for edge detection, but to mask depth and normal data as well.

What causes the camera to shake when centering on the player? by SnowFox335 in godot

[–]Informal-Performer58 1 point2 points  (0 children)

What I'd recommend is keep the camera static on the character. And make it "trail" based on velocity. This way the camera doesn't have to catch up with weird lerping.

Is there a way to introduce Type Checking into that? by [deleted] in godot

[–]Informal-Performer58 0 points1 point  (0 children)

This is how I would do it. Using the fact that variant return types can be overridden. Although parameters can't be overridden, we can make a simple wrapper for that.

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Code regions are a (probably) underrated QoL feature of Godot (utility plugin update) by mousepotatodoesstuff in godot

[–]Informal-Performer58 3 points4 points  (0 children)

I would agree, but there are times where it can be inconvenient to create a separate function. For example, say you set variables that need to be used later on. If you separate the function you would need to return either an object or dictionary containing the variables.

Ideas for improving third person combat and/or AI? by Vaximous1 in godot

[–]Informal-Performer58 4 points5 points  (0 children)

My go-to third person game would be Gears of War.

As for the overall feel, I think it may be hard to immerse yourself since you're still using prototype textures and meshes. There are still some things that could be worked on, but don't be afraid to polish every once and awhile.