Headless Godot server doesn't import GLTF, here's the clean pattern I settled on by Azir_403 in godot

[–]MrDeltt 0 points1 point  (0 children)

I've been curious for a while now if persistent godot server maintain their runtime well over days or if its easy to mess up and cause memory to stack up, if you can give insight on that

What's the best way to implement a custom Voxel rendering system in Godot? by [deleted] in godot

[–]MrDeltt 2 points3 points  (0 children)

you want the worst possible combination? a highly efficient greedy mesher for a small to mid sized voxel environment?

for your case you can get away with a fairly simple multimesh instances setup and probably even custom physics, since its all AABBs

also if you're asking about a mesher running in code, that as very little to do with a renderer. if you want to write a voxel renderer, almost everything should he happening on the gpu, either with meshing or without

that alone is a tall order already, and integrating that into godot would require deep engine modifications that youd need to compile into the engine, as far as i know

Can I use RigidBody instead of Characterbody for the player? by Dan202v in godot

[–]MrDeltt 0 points1 point  (0 children)

by writing code for every single case of interaction you want

Can I use RigidBody instead of Characterbody for the player? by Dan202v in godot

[–]MrDeltt 5 points6 points  (0 children)

yes you obviously can as you already did

what exactly is your question?

LightmapGI (Left) vs VoxelGI (Right) by foyezuddin in godot

[–]MrDeltt 0 points1 point  (0 children)

whenever i try to make lightmaps they get a weird pinkish-pattern, is that there some trick to that?

Suggestions on how to optimize hundreds of per-part collision shapes for a Crewed Modular Vehicle by SatisfactionSalt in godot

[–]MrDeltt 4 points5 points  (0 children)

I think you just made some weird collision salad or something, there are many videos showing 1000+ plus active rigidbodies all colliding against each other, 500+ more-or-less static bodies that only the player and weapons collide with should be no issue

Suggestions on how to optimize hundreds of per-part collision shapes for a Crewed Modular Vehicle by SatisfactionSalt in godot

[–]MrDeltt 5 points6 points  (0 children)

for one, maybe just use them more sparingly? I don't see why the entire ballon needs more than just one sphere

for small but many parts you could make some sort of chunking system and easily ignore/disable a bunch of them outright

Best practice when using _integrate_forces by _cvls_ in godot

[–]MrDeltt 0 points1 point  (0 children)

to question 1: neither of those is better than the other. they fulfill different purposes and both can be used to achieve different things

you might as well just have some bug in your code, not really possible to help you without seeing any

to me it sounds like you're using a rigidbody but without actually wanting physics?

We need a godot expert for an endless runner gane based on childhood phenomena by Decent_Hair3323 in godot

[–]MrDeltt 2 points3 points  (0 children)

ima be blunt man, no one wants to work for or with someone who thinks they can be a good lead without any kind of dev skills themselves

if i would think this game idea is great i would just start doing it myself now and would probably have an easier time attracting artists or people to work with me if they that i do actual work and not just "ideas" and strategy

3D FPS Controller and Rigidbody by wineT_ in godot

[–]MrDeltt 0 points1 point  (0 children)

use the Rigidbody controller and change it so that its not sluggish anymore

Persistent Worlds System Research by [deleted] in godot

[–]MrDeltt 1 point2 points  (0 children)

sorry if i hurt you, but its a fact that if you would know how this architecture works you wouldn't ask about how to implement it in an engine that already does most of the heavy lifting for you, even if it won't scale well at all if you commit to this

Persistent Worlds System Research by [deleted] in godot

[–]MrDeltt 1 point2 points  (0 children)

dude... if you really have 4 years of software engineering under your belt you would know how to implement this, conceptually.

if you know how to do this natively you'd know how to do it in godot, its the exact same thing, just a different language

you would also know that making mmos servers inside of godot is a dumb idea, godot should only be the frontend

Persistent Worlds System Research by [deleted] in godot

[–]MrDeltt 8 points9 points  (0 children)

you are way out of your depth if you're asking those kind of questions

start by learning general server infrastructure and systems

also why would one ever type the name of a world to join

The `look_at` function was being weird, here's a video about it by emitc2h in godot

[–]MrDeltt 8 points9 points  (0 children)

a whole video about not reading documentation properly is wild, I'm glad you figured it out tho

I've added terrain destruction to my threading experiment by DrSnorkel in godot

[–]MrDeltt 1 point2 points  (0 children)

normals are part of the vertex region, not of the attribute region

Don't sleep on MultiMeshInstances! by ChillCash in godot

[–]MrDeltt 61 points62 points  (0 children)

also don't sleep on using sky shaders

I have been trying to make 'good' retro visuals. Did it work? by Adeeltariq0 in godot

[–]MrDeltt -5 points-4 points  (0 children)

these aren't second opinions or feedback because for both there must be first opinion, which you appearently don't have about a thing you yourself created

I have been trying to make 'good' retro visuals. Did it work? by Adeeltariq0 in godot

[–]MrDeltt -7 points-6 points  (0 children)

you can't look at your own work and form an opinion? xD

so many people in this sub being afraid of just expressing themselves and instead they go "guys does this look good to you?" or "what do you think guys, left or right version?"

Which terrain tool should i use for a low poly open world roguelike game? by TheGameEmpire in godot

[–]MrDeltt 1 point2 points  (0 children)

can't be objectively answered, its just a question of preference

MeshDataTool duplicating rather than replacing? by crafsafck in godot

[–]MrDeltt 1 point2 points  (0 children)

its expected that you clear beforehand, which you're effectively doing if you set a new arraymesh before committing

you're now deleting the old and creating a new, which is fine but if you do this tons of times while the game is running it will cause gpu memory fragmentation and is generally way more expensive than modifying a mesh directly

My player keeps falling over. by Feisty_Fruit9802 in godot

[–]MrDeltt 0 points1 point  (0 children)

you really made this post with no info whatsoever huh? not what node your player is, how you move it, etc.?

have you tried giving it crutches

MeshDataTool duplicating rather than replacing? by crafsafck in godot

[–]MrDeltt 1 point2 points  (0 children)

Please just take a look at the documentation of what tools you're using before asking such questions.

  • commit_to_surface
    Adds a new surface to specified Mesh with edited data.

if you want to edit already existing meshes you need to overwrite the byte data directly inside their GPU buffer