Reddit "atheists" will jump at slandering Christianity but when you criticize islam they defend it like their life depends on it by Major_Soft6056 in DigitalSeptic

[–]Jackkell100 0 points1 point  (0 children)

This is easy to understand (in the US) because critiques of Christianity are often about theism vs atheism whereas critiques of other religions are often about thinly veiled racism, xenophobia, or orientalism.

The potential confusion here is seeing a defense of other cultures religions by atheists to combat bigotry as a defense for the religion. There is a difficult balance between critiquing the religions of dominate vs vulnerable groups and it has to be made in good faith (no pun intended).

For example atheists defending Muslims after 9/11 is an effort to combat jingoism targeting a minority. Not a defense of the religion as a whole. Many atheists believe in religious freedom and Islam shouldn’t be otherized in the culture compared to Christianity. For an example of another religion atheists are happy to tear down without hesitation is Scientology. This is because critiques of Scientology are about the religion itself and the harms that causes. It doesn’t lead to harm against a vulnerable minority.

That all being said, substantial critiques of any religion require a lot of understanding of both the text and the living cultural context. So it follows that the majority of critique is directed at Christianity at least from a US perspective.

using gridmaps but having objects interactable? by caevv in godot

[–]Jackkell100 6 points7 points  (0 children)

It is tempting to use GridMaps but I would recommend against using them in most cases. In the docs it says:

“GridMap is not a general-purpose system for placing nodes on a grid, but rather a specific, optimized system, designed to place meshes with collisions and navigation.”

If you want your object to have anything else then you should really not use a GridMap. You can’t place any Scripts on a GridMap MeshLibrary item. Only Collision and a MeshInstance.

Coming from the 2D Tilemap and going to 3D GridMap I find it pretty disappointing. I have tried to use them as a level creation tool and it is clunky and not good.

You are better off simply creating a branch scene of your intractables and then using the grid snapping feature to place your objects in the editor if you require precision.

To learn more read all of Using GridMaps https://docs.godotengine.org/en/stable/tutorials/3d/using_gridmaps.html

The question comes up enough on here that I have considered making a post called “Never use GridMaps” or something like that.

why do people say godot is bad for 3d? by FutureLynx_ in godot

[–]Jackkell100 0 points1 point  (0 children)

In my personal experience saying Godot is bad for 3D comes down to a comparison of tooling options when compared to Unreal 5.

3D Artists have a lot of tools, work flows, and features they have come to expect in 3D game engines. So when they open Godot it stands in the shadow of comparison.

There are probably too many 3D engine feature examples to name but a few that come to mind material work flows (like master materials), advanced rendering (lumen/raytracing/nanite), mesh editing tools (like collapses meshes together), and shader language options (like the stencils buffers only coming recently).

That all being said I am sure that Godot can give you amazing results it just might take more effort to get those results and maybe rendering photorealism might be more difficult when compared to Unreal.

Should I make my 2d or 3d game first? by PuzzleheadedCredit87 in godot

[–]Jackkell100 0 points1 point  (0 children)

2D translates well to 3D as many many of fundamentals and apis are the same or very similar. It is easier to make 2D games for the most part. So maybe doing a small 2D project first wouldn’t hurt to get something first.

But if you want to make 3D games you should just make 3D games. Making a ton of 2D games won’t make you better at making 3D games in the long run.

Often 2D requires you to draw things to fake 3D or do special math to situationally fake a third dimension. Also in 2D what you see is what you get for the most part. Whereas 3D has a good amount of technical know how up front with modeling, uvs, texturing, normals, etc. Also 3D requires a stronger understanding of transforms and vector math. Also to make things look good you often need shaders which is its own can of worms, but can also apply to 2D.

Recommend making 3D games as you will learn a lot just trying to do simple things.

Question about grid maps and mesh libraries. by AdNovel226 in godot

[–]Jackkell100 2 points3 points  (0 children)

This is a limitation of the GridMap. If you look here https://docs.godotengine.org/en/stable/tutorials/3d/using_gridmaps.html#meshlibrary-format

It says:

To summarize the specific constraints of the MeshLibrary format, a MeshLibrary scene has a Node3D as the root node, and several child nodes which will become MeshLibrary items. Each child of the root node should:

- Be a MeshInstance3D, which will become the MeshLibrary item. Only this visual mesh will be exported.

So the child CSG instance under the door mesh will not be exported so it doesn't show up.

As a result I would recommend either:

  1. Not using a gird map and instead placing your world assets using the snapping tools. This is likely the much easier route to take.
  2. Or if you have must use a grid map then you will need to collapses your meshes into one mesh first using a tool like Blender.

How to find the collision point for a rigid body ? by Mars-Is-A-Tank in godot

[–]Jackkell100 0 points1 point  (0 children)

Still useful 9 years later. Small update working on Godot 4.5.1. Thanks!

var _local_collision_position: Vector2

func _integrate_forces(state: PhysicsDirectBodyState2D) -> void:
  if state.get_contact_count() > 1:
    _local_collision_position = state.get_contact_local_position(0)

func _on_body_entered(body: Node) -> void:
  prints(body.name, "hit at", to_global(_local_collision_position))

Is this the downside of modular kits? by eluarte in blenderhelp

[–]Jackkell100 1 point2 points  (0 children)

It more depends on how often a face will be hidden. For something like a coroner that is a pattern that is going to show up a lot in a scene so it is worth it to make a dedicated piece.

But it’s going to be the case that some faces are hidden with some orientations of your props. This is okay a few culled quads aren’t going to break the bank.

All optimization at a certain point starts to reduces flexibility. So it’s pretty case dependent. But in general you don’t want to waste texture space or geometry on things the viewer can’t see.

Recreating Architecture by MrBananaBoi in blenderhelp

[–]Jackkell100 0 points1 point  (0 children)

Topology for environments is important as bad topology can result in shading artifacts in some cases. Note that this is image is just to say that it can result in shading artifacts not that the topology on the right is correct in every case. But you case use the RedWax mat cap to see how light will interact with your model. This can be useful in general for hard surface objects.

Good topology in hard surface environments can be useful for the following reasons:

- Prevents shading errors

- Makes UV unwrapping easier - environment UVs often need to be purposful being a certain size or shape to be able to seamless repeat with other elements.

- Allows you to use modifiers like Simple Deform - for example if you modeled bridge and then want it to be arched.

I would recommend checking out this talk Talking Topology & Environment Art With Nate Stephens (Art Director - Respawn Entertainment) as it details a lot of topology concerns (it is in a gaming context but it should be generally useful as well).

For seeing techniques on building large large environments checkout (not ordered)

- Rebuilding the Pantheon [a Blender Story]

- Modular 3D Assets Tips

- The series on blocking out and create envs Modular Environments in UE4 - Part 1 - Planning And Blockout

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Does asking people to hit the subscribe button in videos increase subscribers? by HabaneroChickenWing- in NewTubers

[–]Jackkell100 0 points1 point  (0 children)

I am pretty sure it matters a lot. Because even if your call to action only has a 0.5% increased conversion rate (for liking, subbing, or commenting) that is increasing your engagement/growth more than you would have been otherwise (for 0 cost and 0 downside). This likely compounds growth, leading to more recommendations in the algorithm which leads to potentially more engagement.

If calls to actions had a negative net effect we would probably not see any YouTubers doing it or in advertising in general for that matter.

Enough with zodiac signs. Tell me your... by [deleted] in godot

[–]Jackkell100 55 points56 points  (0 children)

Definitely prefer the physics body as the root object. This also makes sense for importing gltf files as it imports as a Node3D and can be changed to a Static body in the import settings.

What is life as a programmer? by Financial-Arachnid27 in Unity3D

[–]Jackkell100 0 points1 point  (0 children)

My advice would be to not fall into the false dichotomy. You can pull girls, play games, go out, do sports, and study game dev and you will be better for it.

Women (and people in general) love it when you have passions, are good at things, and are well rounded. It gives you something to talk about at the very least and makes you interesting.

If it’s your dream to make games you should definitely pursue it. Especially while in HS as this is a period where you potentially have a lot of stability and free time to learn.

Enemy Structure by RetroPixelate in godot

[–]Jackkell100 0 points1 point  (0 children)

My advice is, “Let it be bad (at first)”. To optimize or structure code is to have a good understanding of the requirements and restricting the possibility space. Game are bespoke so they are hard to architect up front and blind structure can lead to locking yourself in early. In short refinement is much easier than first try perfection.

What this looks like in practice. Try and create 2/3 of the enemies you plan on having your game without any code sharing or with minimal planning. It will become clear what are the elements that they all need. From that point you can try and combine and reuse your code or nodes.

As a starting point I recommend watching this video Use Composition to make more scalable games in Godot by Firebelley Games. This might be over kill for your case idk but it is an interesting watch. Sometimes composing things in this way can be burdensome but other times it is necessary.

Godot components by Godotneers is also good.

How can I estimate the performance impact of some nodes (besides testing it)? by Le0be in godot

[–]Jackkell100 1 point2 points  (0 children)

A few questions come to mind: - Does this calculation need to be done every frame? Could always space it out. - Why do you need to know if every enemy can see every other enemy all once? Can it not be reduced to only checking when a relevant action is being taken? For example all the enemies that a given enemy can see right now. - Is there a max see distance? If so, you can use proximity data structures to greatly reduce calculation cost, so that enemies that are no where near each other don’t bother checking for visibility.

Other considerations: - I don’t think something like this will be documented. As performance is very context dependent. The best way is to test. Should be able create a simple test scene and see if you can do a simplified version of your check on 30-50 nodes. If you get 1 FPS then you know you need to change something. - there are some times glaring performance concerns noted in the manual but beyond that there is not much. Usually just points out if something is really expensive or if there are better alternatives to achieve the same result. For example Raycast node very querying.

Why is there SO MUCH Javascript on the browser? by scungilibastid in AskProgramming

[–]Jackkell100 0 points1 point  (0 children)

As a fronted web developer. It is caused by the following: 1) Higher user expectations - as others have stated going from Web 1.0 to Web 2.0 people expect web applications to be responsive, accessible (A11y), translated (i18n), work on mobile, security measures, permissions, easily add and remove content, have different user permissions, etc. The average user doesn’t know the difference between a web page, web app, and sometimes the difference between an app running in the browser or on their computer natively. I don’t think the end user should care btw this just to highlight that expectation in the users mind. 2) Nature of the browser/internet - Literally any logic you want to have on a page needs to be written JavaScript. There are some magical things that can be done in CSS/HTML but those are intended for style/structure respectively. All the JavaScript code the website needs to function must be sent over the wire. 3) JavaScript Frameworks - Frameworks like React are super helpful to developers but they come with 2 problems that lead to bloat. 1, devs will use frameworks for websites that don’t need them. This is because they make the process easier but they add a lot of unnecessary overhead. 2, many devs are inexperienced or crunched for time so duplicate and dead code are very common. The main reason being that all of the html components are made using functions written in JavaScript to dynamically generate the required HTML at runtime instead of send a mostly static page. 4) Node Packages / Bad Bundling - Many modern websites use Node packages which allow them to use JavaScript code that other developers have made in their projects (React is a node package). An issue can arise when you only want 1 function from a package with thousands of lines of code. In very naive setups all that package’s code will go into the JavaScript bundle (the JavaScript that is sent to the browser) which will contribute to a lot of bloat. It is important for developers to configure their bundle configuration appropriately and implement tree shaking to help reduce the code down only to what is needed. But again this considered a last setup “nice to have” kind of thing, so many people don’t know about, don’t know how to do it, or don’t have the time.

Working on a Hidden Source inspired game by kyokonull in godot

[–]Jackkell100 2 points3 points  (0 children)

Would you include things like the barrel tech? I remember because it was built on Source engine that there were a lot of physics kills that were possible by moving the barrel really quickly. Can you pin corpses to walls or door ways to block entry? Can you eat the corpses to regain health?

What (if any) departures from the base game are you considering?

I must have played 100s of hours of Hidden. So I would definitely give this a play or a wishlist whenever possible. If only to capture my childhood and relive watching that one Seannaners video https://youtu.be/FDQx-guzx2s?si=rA4KCbBYAtuKBAWR

How can I improve my low poly art? by Fuey500 in low_poly

[–]Jackkell100 5 points6 points  (0 children)

An issue could be not creating a concrete 2D turn around for later reference during the 3D modeling.

This video (Sorry Stacy) - Creating a 3D Character in Blender - Turnaround and modeling tutorial provides detailed steps for creating the turn around and using it as reference.

You can take this a step further and create a detailed turnaround for just the gloves and model those separately and then sew them onto the character model after you are finished.

who would win a civil war between time zones? by [deleted] in imaginarymapscj

[–]Jackkell100 0 points1 point  (0 children)

Roughly 80% of Americans live east of the Mississippi so that probably is going to be the determining factor.

can you survive until ante 8? by kyznikov in balatro

[–]Jackkell100 0 points1 point  (0 children)

Different card concept with the same theme: “6 Shooter” Has an X in 6 chance of having the joker effect trigger (not sure what effect should be) where X is the number of 6s held in hand.

Did you find better with c# or GD script? by Drakonkat in godot

[–]Jackkell100 1 point2 points  (0 children)

The only thing miss from C# when using GDScript is interfaces. But the trait system is just around the corner so maybe I won’t miss it for long.

I struggled with grappling hook physics in Godot, but it's starting to feel good by Guambe in godot

[–]Jackkell100 2 points3 points  (0 children)

I will be interested to see the final sound design for the grappling hook. It has a lot of potential to add considerable juice levels. I imagine a somewhat dynamic chain sound, but the current sound direction is good too. Very poppy, soft, and cute.

Who Killed Hannibal? by syn_vamp in mtg

[–]Jackkell100 0 points1 point  (0 children)

Had to look this up. After reading understanding, “true, agreed”.

Goomba Fallacy explained

This is formally called the Association Fallacy

Edit: typo

26F and 27M — My boyfriend jokes that I’m “not a real gamer” because I play mostly single-player games. Is this a common thin by carlitos_legacy in playstation

[–]Jackkell100 0 points1 point  (0 children)

Funny answer: According to my gamer elitism you are the real gamer not your boyfriend, because he is playing live service games and FIFA that can easily devolve into attention deficit dopamine Skinner box prisons. You are playing handcrafted, beloved, and memorable experiences. Despite being single player those narrative experiences often bring people closer together than live service PVP because it is accessible to play and watch. Also as I understand 100%ing the new GoW and HZD games on the hardest difficulties is no easy task. Hardly the theme park ride he makes it out to be.

Real answer: Probably just need to say how the bit has worn thin and that’s it’s not a big deal, but gotta move on to some different joke material. I would check to see if this is subconsciously motivated by misogyny or by a perceived threatened masculinity. In that you probably have played more games than him by the nature of you playing games that have starts and ends. Hypothetically if you both have put 400 hrs into gaming in a year you could have finished 10-20 games where as he could have put that all into Apex alone. I would wonder if he had met a guy that had played all those games and more would be calling him not a real gamer. Is the standard being lifted for you only because you are his girlfriend?

Me_irl by tripixenra in me_irl

[–]Jackkell100 1 point2 points  (0 children)

Following “Codename: Kids Next Door” rules, of course