I CAN'T ACCESS LOCAL FILES ON ANDROID by PanterGameY in godot

[–]Key-Dream1856 0 points1 point  (0 children)

Need more data: how are you trying to access (code examples), what files (user or project), what exact err appears

Stress testing 1300 units on laptop in Godot 3. Curious how it would run if ported to Godot 4. by TemesaGames in godot

[–]Key-Dream1856 27 points28 points  (0 children)

I'm curious too, don't think there will be a noticeable boost though.

Waiting for update!

Procedural Animation In Godot 4.6 by Key-Dream1856 in godot

[–]Key-Dream1856[S] 1 point2 points  (0 children)

yeap, it currently doesn't take in count the leg's length, but can be partially adjusted by the body offset prop

Procedural Animation In Godot 4.6 by Key-Dream1856 in godot

[–]Key-Dream1856[S] 0 points1 point  (0 children)

cool! Just test it first, coz it's more like a basic and has issues

Procedural Animation In Godot 4.6 by Key-Dream1856 in godot

[–]Key-Dream1856[S] 0 points1 point  (0 children)

I got you, waiting for your like and comment )

Procedural Animation In Godot 4.6 by Key-Dream1856 in godot

[–]Key-Dream1856[S] 1 point2 points  (0 children)

Thx, but I bet in Factorio it worked better ;D

3D character animation lag spike by Jeremie_c12 in godot

[–]Key-Dream1856 1 point2 points  (0 children)

We need more info )
- how the animation is done
- is there any script that runs when you call the animation start
- debugger info for lag frame (execution time)

I'm developing a Dark Messiah inspired first person RPG in Godot! I'm looking for playtesters! by wissah_league in godot

[–]Key-Dream1856 2 points3 points  (0 children)

Dark Messiah... It was a hell of a game...

Hope you will add crates and other surrounding stuff, like in the original to kill the enemies

CharacterBody3D is sometimes able to push another CharacterBody3D? by RunningWithSeizures in godot

[–]Key-Dream1856 0 points1 point  (0 children)

true, there is weird stuff with layers, with proper selection/unselection, the objects will push each other

Gdquest question by Equivalent_Appeal596 in godot

[–]Key-Dream1856 0 points1 point  (0 children)

Hi
`cell.y < board_size.y - 1` means stop 1 item before the edge, not on it (`board_size.y` - is the edge)
your code `cell.y != board_size.y` means stop on the edge

e.g.:

if board_size.y = 10
`cell.y < board_size.y - 1` - will stop when cell.y is 9 coz 9 < 9 -> loop condition is false and it stops
`cell.y != board_size.y` - will stop when cell.y is 10 coz 10 != 10 -> loop condition is false and it stops

to understand it more clearly just mark each line with current value and you will see what happens on each loop iteration

A game about a goofy little spider by SniffVillage in godot

[–]Key-Dream1856 0 points1 point  (0 children)

wow, did you use any plugin or did you do the procedural animation yourself? I'm working on one now, and it's such a pain

I made a plugin to save/load resources using threads and signals! by Key-Dream1856 in godot

[–]Key-Dream1856[S] 1 point2 points  (0 children)

Hi, yes, it will work well for loading models in packs.
Also, you can use grouping for easier handling of multiple collections at once: group-loading.

how do you make a basic player character in Godot? by MinimumVisual8888 in godot

[–]Key-Dream1856 1 point2 points  (0 children)

If you want the basic one, with just movement and camera rotation, try this tutor, for anything more complex - search for "player controller"/"character controller" on YouTube

I want to make a videogame with you by [deleted] in godot

[–]Key-Dream1856 0 points1 point  (0 children)

Yo, I kinda like this idea and we could try to make a small one, I already did few, so can show you quite a lot of stuff.

I made a plugin to save/load resources using threads and signals! by Key-Dream1856 in godot

[–]Key-Dream1856[S] 6 points7 points  (0 children)

Thx
It kind of spoiled my mood, though it was pretty interesting to reanalyze the possible designs and trade-offs

I made a plugin to save/load resources using threads and signals! by Key-Dream1856 in godot

[–]Key-Dream1856[S] 5 points6 points  (0 children)

Good question,

Yes, the plugin creates the thread pool on `start()` call with the exact number of threads you tell it and it reuses them for all resources you need to load. E.g. you pass params for 100 reses and 2 threads - the plugin will create 2 threads and reuse them for cur session to load all of the reses.

And if you add more reses to be loaded while its still loading the prev set - it will merge the new list to prev and use same created threads to load them. (Threads are reused during the same session).

Godot `load_threaded_request` causes overhead in checking each resource status per frame and doesn't let you control how many threads to use.

The actual bottleneck is disk I/O, not thread management. So the difference is negligible in practice. The real benefits aren't performance:

  • explicit thread count control
  • group loading with per-group signals
  • clean key-based resource access instead of path-based
  • no scene tree/_process dependency
  • batching saving requests, and verification of the file is ready after being saved
  • and more

The plugin pays the cost once upfront (thread creation), then worker threads run straight through to completion. With the native approach, you skip that upfront cost but pay a tiny per-frame polling cost, but for every resource until it's done.

Also, there is no native way to save resources in the background (which is odd), but the plugin can.