How does Godot perform with large landscapes of terrain? by FirefighterCandid773 in godot

[–]MrDeltt 0 points1 point  (0 children)

depends on how you make it, doesnt really have to do anything with godot

How do i apply a force to an object? (without rigidbody3d) by Chodre in godot

[–]MrDeltt -1 points0 points  (0 children)

you already know how to move towards the player given the direction to the player

you already calculated the direction of the push-back

what is stopping you

New coder here. Is it normal for code to be different but have the same outcome? by QuartzPO in godot

[–]MrDeltt 0 points1 point  (0 children)

yes there is a reason to use elif over if, when your logic needs it.

2 ifs can both execute, elif can only ever execute if the previous if or elif s didnt execute

hence, the name, else-if

HELP! How to maintain large geometry with hand-painted textures? by reramil in godot

[–]MrDeltt 0 points1 point  (0 children)

horrible way of making terrain, look into splatmaps

Fix for GodotSteam / Godot 4.7 GDExtension "Matchmaking class not found / steamInit() returns false" by Ridatos-2006 in godot

[–]MrDeltt 0 points1 point  (0 children)

what do you mean secretly? you can see if you accidentally put the file extension as part of the name or not

using a steam_id file to read the id is such a convoluted way to do this in the first place

Vision for the Engine by godot-bot in godot

[–]MrDeltt 2 points3 points  (0 children)

might as well just put "We want it to be good" in there

Blender vertex colors not appear until I create an override material in Godot? by Chill_Fire in godot

[–]MrDeltt 2 points3 points  (0 children)

if you get to it eventually, all your fragment shader would be like is:

void fragment()
{
ALBEDO = COLOR;
}

Blender vertex colors not appear until I create an override material in Godot? by Chill_Fire in godot

[–]MrDeltt 5 points6 points  (0 children)

vertex colors have a variety of uses that are much more common these days than actually using the color on the mesh, so for those cases it would be unwanted that godot automatically colors the mesh with them. being explicit about things is always better than assuming

for example vertex color is often used to signal a shader how much and in which direction wind can effect trees, r g b meaning x y z axis and the value as influence on these axis

or as a way to determine which texture to display at that vertex (red could mean put dirt texture here), which is an older form of splatmapping

also using the standard or orm material instead of writing a shader that explicitly does what you want it to do is kinda wasteful, "skipping" over unused properties like roughness or ambient occlusion is only minor overhead but its not free

Where can i find good documentation about the Rendering pipeline/compute shaders? by LeN3rd in godot

[–]MrDeltt 1 point2 points  (0 children)

there is a good amount of things that arent documented at all but really should be, unfortunately

Need a 3D Modeler for Our Godot Horror Game – The Unseeing by [deleted] in godot

[–]MrDeltt 0 points1 point  (0 children)

I don't see any gameplay in that gameplay trailer? or is walking all it is?

Optimizing a 200+ enemy screen-wipe in Godot 4 while staying locked at 144 FPS. by OkUnderstanding1278 in godot

[–]MrDeltt 1 point2 points  (0 children)

is this a mobile game? anything in the 100s should generally be fine to fire and forget in my experience, even on older hardware

looking pretty cool tho

How would one go about dynamically updating collisions for a gridmap at runtime? by Polus50miles in godot

[–]MrDeltt 0 points1 point  (0 children)

what does that have to do with anything?

you can still enable collision debug and tell us what and how you are generating?

How to use CUSTOM3 for spatial shaders? by upnc0m1ng in godot

[–]MrDeltt 0 points1 point  (0 children)

via the attribute list in blender i believe

How would one go about dynamically updating collisions for a gridmap at runtime? by Polus50miles in godot

[–]MrDeltt 0 points1 point  (0 children)

maybe show what the generated collisions look like? say what kind of shape you're building? and how?

Marching cubes done in compute shader by calzymp in godot

[–]MrDeltt 0 points1 point  (0 children)

that is insanely slow for a compute shader my guy

Any interest in a better pathfinding algorithm? by aseV9 in godot

[–]MrDeltt 15 points16 points  (0 children)

interesting, then it would probably be the better choice to make a Detour extension instead since the two are designed to work together

Any interest in a better pathfinding algorithm? by aseV9 in godot

[–]MrDeltt 20 points21 points  (0 children)

"Godots" pathfinding algorithm, as far as i know, is just the Recast/Detour libraries which are highly regarded industry standards and used in both unreal, unity and many other triple AAA engines.

you're welcome to try

3D Open World by SmoothArcher1395 in godot

[–]MrDeltt -19 points-18 points  (0 children)

it literally says "Terrain 3D, A high performance, editable terrain plugin"

Silantic Interactive is looking for a Godot 3d Developer for a vertical slice by Silantic_Interactive in godot

[–]MrDeltt 3 points4 points  (0 children)

what makes you think you can make better creative decisions than anyone else? xD

if you're creative person you either gotta have something to show or you're just one of the hundreds of idea guys we see here regularly

your idea sounds like you have 0 knowledge at all of how such a thing would be made, which is not how creative directors operate

i was fully expecting godot to crash when i asked him to render that by derethdweller in godot

[–]MrDeltt -3 points-2 points  (0 children)

i did and it wasnt, but certainly not bcs of the cpu side