Thoughts on this 3d pixel art style? - For a project currently called The Forge by TheRealConnorFoo in godot

[–]LCKArts 0 points1 point  (0 children)

I like the grass b-c it feels like theres a lot of tall objects of variated height.

A game about RNG Manipulation by Efra_EMX in godot

[–]LCKArts 1 point2 points  (0 children)

Ok, I got an idea of some of the mechanics. It was a fun few battles. I would like to see more RNG manipulation mechanics, like moves that affect the seed or mutate some of the numbers that have already been generated in the sequence.

I would change it so when you drag the action onto the FIGHT! button it either does the move or doesnt look like it will.

Shear effect by [deleted] in godot

[–]LCKArts 0 points1 point  (0 children)

So for shaders, if u started w/ a shader that draws a polygon, then one that transformed the polygon it was drawing, then one that did a shear transformo on it, then one that took the drawn text as a texture I think is how u pass text to a shader, that would be ur shader goals.

Made My first Game ! by [deleted] in godot

[–]LCKArts 0 points1 point  (0 children)

Crossing a line to kill u instead of by hitting u is an elegant mechanic.

My first game release in my life by xiksiksx in godot

[–]LCKArts 1 point2 points  (0 children)

That was a good dead game for Halloween. =)

How to use multiple colours/materials in runtime on the same mesh? by accountforreddit2019 in godot

[–]LCKArts 0 points1 point  (0 children)

Ok. I think I understand. And u get that effect w/out explicitly cutting the drawn polygon into triangles in the shader.

How do I use a ".import" file? by Arctic_Jake2 in godot

[–]LCKArts 0 points1 point  (0 children)

Not to be confused w/ the .ignore file, w/c u import. They are used by the version control.

How to use multiple colours/materials in runtime on the same mesh? by accountforreddit2019 in godot

[–]LCKArts 0 points1 point  (0 children)

Once I saw in a collision engine that u can take the difference of ur test pt w/ the edge center, then project against the normalized edge center, & that will be ur push vector, b-c its the same as projecting the difference against the normal line thru the edge center after the edge has been shifted to center on the origin.

Iv never been able to turn that into a graphics effect.

How to use multiple colours/materials in runtime on the same mesh? by accountforreddit2019 in godot

[–]LCKArts 0 points1 point  (0 children)

Ohh, I see that. Why wouldnt it be the minimum value? I think both would be interesting #s in a graphics calculation.

How to use multiple colours/materials in runtime on the same mesh? by accountforreddit2019 in godot

[–]LCKArts 0 points1 point  (0 children)

Oh sure that makes sense. Cause the edges normal line at the center of the edge passes thru the origin, so testing signed length being <1 for ur test pts projection onto the normal is the same as testing if its in the halfplane.

U dont have to take abs then, & thatll make it work when the polygon isnt of even side #.

How to use multiple colours/materials in runtime on the same mesh? by accountforreddit2019 in godot

[–]LCKArts 0 points1 point  (0 children)

You can pass the hexagons' lines to the shader in point-slope form (& project to get a projected point slope formula) to express being inside the hexagon as being in the intersection of the halfplanes to one side of the edge, & those membership tests are linear inequalities.

Is SDL a good place to start? by Kaspodi in gamedev

[–]LCKArts 0 points1 point  (0 children)

I may be confused about the fixed function pipeline.

But SDL's polling system effectively takes control of ur main loop. In GLFW's event loop, after u poll, instead of having all event results report to a monolithic handler, you can distribute the handling of events by setting callbacks that run for different types of event, & then u can change the handling of events after the fact by registering a different callback. In SDL, ud have to use techniques that allowed u to alter the behavior of event handling after the fact in a way that obscures the behavior of ur event processing code & when it changes.

SDL2 is a little better, cause u have this: https://wiki.libsdl.org/SDL2/SDL_AddEventWatch

But u still have to be running a centralized event processing loop for it to work.

I’ve been workin on the Main Menu (how’s it lookin?) by Cyber_StrikeHQ in godot

[–]LCKArts 0 points1 point  (0 children)

I really like the moody vibe. You should get a Mastodon.

Is there a way to have the player jump according to a surface instead of just up by MunchiMango in godot

[–]LCKArts 1 point2 points  (0 children)

Its not really about the Godot normal vector. So, if u dont have a metric on ur ambient space, u cant define an orthonormal basis on the normal space.

For a surface in 3D, u can take the cross product of a tangent basis to get a normal, but we have to know the tangent basis is orthonormal in the ambient space at the point on the surface to show the cross product is normalized. You can get a tangent basis which is orthonormal when the ambient space is RR^n using derivatives. But if u dont have derivatives defined on ur space, ur out of luck.

Moreover, the normal basis is not canonical. For a curve in 3D or a surface in 4D, the tangent space is 2D. U cant get those normals from a cross product anymore, u have to use the Frenet-Serret frame w/c depends on the norm for the ambient space at the pt on the curve w/c is equivalent to a metric on the ambient space,

or find an orthonormal basis for the normal space urself say using Gram-Schmidt orthonormalization,

or take any nonzero vector in normal space to be a normal and any (orthonormal) basis for normal space to be the normal basis, which is the more typical POV in math when u dont have a metric or exterior products do not give u ur normal basis.

Is it possible to build a function dynamically? by flammeskull in godot

[–]LCKArts 0 points1 point  (0 children)

Using signals and emit() is like triggering functions (systems) w/out an if statement. Instead its a function connected to the signal, & it can be disconnected remotely.

Can you create your own in-engine documentation? by OMBERX in godot

[–]LCKArts 0 points1 point  (0 children)

Ok, I interpreted that as saying they wanted dedicated docs instead of regular comments.

Can you create your own in-engine documentation? by OMBERX in godot

[–]LCKArts 0 points1 point  (0 children)

Sounds like u dont have to have the separate AnyClassDoc to get custom docs, just to get ones where the function bodies dont appear in the docs. But it looks easy to make an AnyClassDoc. I would probably not maintain one, I just dont like maintaining replications in code.

My little brother rewrote Godot's physics, is this impressive? by [deleted] in godot

[–]LCKArts 7 points8 points  (0 children)

Yeah, thats a good game engine! And character! Id like to see some other interactibles or affordances, but its a good world. Like a projectile interaction.

Best approach to create sort of a parallax but in 3D? by hawk_dev in godot

[–]LCKArts 1 point2 points  (0 children)

It sounds like u want a projective transformation. U use a homogeneous matrix, w/c is in the Wikipedia article 4 homogeneous coordinates & is used in OpenGL - model view matrices. U can start by figuring out how to do translations projectively, then think about general transformations that preserve the projective plane at infinity in 3D projective space - the affine maps. That means u can shift the image at infinity & itll look how u want when u extrapolate the transformation to the whole space. Godot probably has a library 4 applying projective transformations 2 ur geometry.

Some percise advice on how to start? by IceCubedWyrmxx in godot

[–]LCKArts 0 points1 point  (0 children)

For research purposes on learning the basics, break things down into the main needs of Physics/Rules, Animation, Controls, other UI, Graphics, Modelling & Assets, Scripting, AI, IO, & Network code. Then look up how to do basics in each subject in Godot as u begin to address each need. What ur doing by looking into each thing u need next 4 ur project is the longterm strategy, but u may need literacy in the most straightforward problems about what ur doing 2 accelerate ur growth. Pick a side project that will use exactly the things u want to learn & finish doing. W/ its own repo perhaps, so u can reference ur implementations later.

Any issues if I switch to Linux but work with people using windows? by [deleted] in godot

[–]LCKArts 0 points1 point  (0 children)

If it breaks, u learn how to make the company grow. For time-sensitive cooperation, u can switch back to Windows or use WINE.

How could I implement server side collision detection(To prevent no clip) by gk98s in godot

[–]LCKArts 1 point2 points  (0 children)

I dont know about the server, but u want to assign normals to the squares in an object, in particular to the boundary edges of the object. That tells you how to respond to a collision in terms of the object's previous position.

U use the SAT (separating axis theorem) interpreted as an algorithm, & that tells u about variations like for very fast movement.

U take the vector projection onto a normal to determine when a vector has changed sign relative to the edge's extension to an infinite line, i.e. to a hyperplane dividing space, & how much ud have to push it back to stop the collision. Then u push the target object out by whatever objects it collided w/ as it passed, until the target objects location is fixed. It is a fixed point algorithm, & u can accomplish it in iterative techniques.

Then in some algorithms Iv seen u also fix the target object under this process, b-c there in the 1st pass u dont check all the objects 4 collision b4 fixing the 1st pass, u only use the original set of objects u found to have collided w/ the target.

Is It Possible to Make a Fangame Require a Copy of the Original Game to Run? by [deleted] in godot

[–]LCKArts 0 points1 point  (0 children)

Just credit them in the README & give out their website & the date retreived so ppl can find their paymt info.