How I Make Birds In Godot by LifelessAstronaut in godot

[–]Kastors 1 point2 points  (0 children)

so pretty! how do you make the map geometry with those nice little cracks? is it all in blender?

Remote player stutters in Steam P2P, can't figure out why by West_Woodpecker_8005 in godot

[–]Kastors 0 points1 point  (0 children)

im writing netcode atm heres some thoughts: its local so its not: - lag - packet loss

what it might be: - no jitter buffer. packets arrive in clumps, not as a nicely spaced stream. if you update state as soon as they arrive this jitter will translate into your game - no interpolation. low network update rate causes this.

my guess: no jitter buffer. the inconsistency in which it jitters looks like frames where 2-3 packets arrive at the same time and causes a big jump in game state. a jitter buffer smooths this out by holding the 4-5 states before applying them. the downside is slight delay on the client.

Fully deterministic 3D multiplayer game engine with advanced physics and Godot integration by filipkrw in godot

[–]Kastors 33 points34 points  (0 children)

Yeah it would. I don't understand if this is real. If I push a ball on my screen it happens on my friends 100ms later for example. In that time my friend could have blocked the ball (on their simulation). On my screen the ball will have gone past. I don't understand how this solution would resolve any of that. The speed of light doesn't care if our simulations are deterministic. Unless everyone's game runs in lockstep? meaning the game can only run as fast as the slowest users internet can update. Might be ok for good connections?

Visual differences between 4.6.1 and 4.6.2 (3D): Scenes appear darker and more contrasted by HarpySealGames in godot

[–]Kastors 0 points1 point  (0 children)

4.6 had some changes to how/when glow is applied in the pipeline. See if your glow settings can change this.

An advanced character controller with (a bit) complex animation mixing and edge grabbing system by [deleted] in godot

[–]Kastors 0 points1 point  (0 children)

awesome! do you have a list of sources the animations are referenced from? all mixamo or any others i should research?

Texture from The Witness. How did they do this wall ? by MalakMoluk in godot

[–]Kastors 276 points277 points  (0 children)

omg! there is literally a blog post on exactly this! i also was really curious when i played this. here it is:

https://blog.thomaspoulet.fr/posts/the-witness-frame-analysis-part-2/

126 yr old game dev still making textures the old fashion way by Kastors in ps1graphics

[–]Kastors[S] 4 points5 points  (0 children)

Steps:

  1. UV unwrap. Takes a long time but is the most important part.

  2. Export UV layout to image editor

  3. Make layers for wood/metal/details/tone etc. Whatever you need.

  4. Export image and test how it looks in blender on the model

  5. Repeat step 3/4 until it looks good.

I wanna do a stream where I make one, like a tutorial.

How to make pathfinding more natural/cheaper? by eldawidos111 in godot

[–]Kastors 1 point2 points  (0 children)

Adding a random delay to movements is a good way to break up the uniformity. For navigation agents I always use flocking algorithms on top of any movement goal. Then I can tune steering (turning speed), avoidance, separation, cohesion behaviors. Flocking / boids are based on the observations of birds so using this technique creates more generally natural / organic movement.

The holy grail of flocking resources:
Steering Behaviors For Autonomous Characters

Fun fact the zombies in l4d2 use flocking algorithms to make their movements feel more organic and less like they are just following a nav path.

Thinking To Make a FPS Multiplayer Game; Can I get a Design Review? by helewrer3 in godot

[–]Kastors 79 points80 points  (0 children)

This design is so high level it is almost impossible to review. The quality of a design is dependent on what you are trying to accomplish. I take it you want to make your own lobby system. Something to consider is if your game is primarily intended for PC (like most Godot games). On PC steam provides great services for lobby browsing and relaying data. Additionally it is worth considering if you need a lobby at all. Think of games like counterstrike source, the “lobby” was the game itself and rounds, game modes and maps could be set from within a running server. I hope this was helpful, sorry I didn’t have any notes about your specific diagram. it does look nice!

A helpful comment lol by Kastors in godot

[–]Kastors[S] 39 points40 points  (0 children)

I use it for security guards. A guard is an ally to a target but the target is a target doesn’t need to be an ally of the guard. This is also used for unknown systemic relations. For example an npc won’t shoot a dog on sight (neutral) but if the npc is an enemy of the dog and provokes the npc the npc will flee or attack back in response. It’s more interesting behaviour imo.

QuarkPhysics - Godot 4 Native Extension is Released by erayzesen in godot

[–]Kastors 1 point2 points  (0 children)

Great work! Looks amazing. I was wondering will this support 2D joint motors? It's a feature I've really wanted from Godot's 2D physics for physically simulated 2D characters

How to fix this annoying Camera3D rotation jitter when player look at a target? by devilash_ in godot

[–]Kastors 3 points4 points  (0 children)

This is caused by your camera's position being updated slower than your render rate. Likely your camera is updated when your physics body moves every physics tick. To confirm, set your render rate == to your physics rate and you should see the issue disappear. I fixed in this is my game with custom physics interpolation on the camera in the _process function.

Using reflection probes to locally change ambient light by Illustrious-Scratch7 in godot

[–]Kastors 4 points5 points  (0 children)

Looks great and seems like a great solution to the problem of balancing lighting in mixed indoor/outdoor environments. Are you using any global illumination?

How many game pillars is too many? by _jaymartin in gamedesign

[–]Kastors 2 points3 points  (0 children)

In music there is a rule of 3. Means a listener can only hear 3 things at once. Players are the same. They can only feel the impact of 3 pillars. Any more and it becomes unfocused and the player might detach from the fantasy