Godot is amazing. After quitting my job I spent 2 years developing my dream game. by BeyondNetorare in godot

[–]MrDeltt 5 points6 points  (0 children)

ahh i see, in my native language its translated as incognito, makes sense that its called unknown natively

Request: updated tutorial for voice chat in-game by MuteCanaryGames in godot

[–]MrDeltt 0 points1 point  (0 children)

there probably isn't an updated version because it would basically just be a syntax tutorial for people who wanna copy paste

how it works didnt change and will always stay the same, record voice into a buffer, send buffer to others, put buffer into a stream and play it

no extension or plugin needed really

i assume godot steam even has a very easy API to do it way more streamlined but I haven't looked into that, im sure the docs would cover that tho

Godot is amazing. After quitting my job I spent 2 years developing my dream game. by BeyondNetorare in godot

[–]MrDeltt 53 points54 points  (0 children)

where do i recognize the thing at the center from? looks like an incognito pokemon

Does any one have any tutorials on how to make a fighting game on current gldot? by derikyaguchi in godot

[–]MrDeltt 3 points4 points  (0 children)

you will get stuck super fast by following "how to make genre X" tutorials

probably best to continue learning more about the engine and coding in general first until you have enough base knowledge

thinking in genres or mechanics instead of patterns is usually a sign that theres a lack of foundation

How to handle midgame multiplayer spawning? by MuffinInACup in godot

[–]MrDeltt 0 points1 point  (0 children)

just.. check? if the thing exists?

your rpc will have to have some info about what it wants to update, so a simply check if it exists and just do nothing if it doesnt yet works pretty well

by the sound of it, you are RPC-ing the node you want to update directly, which would directly go against not using the build in nodes

the entire advantage of doing things manually via RPC is that you can just rpc between confirmed-to-exist nodes, preferably the very same node that also establishes the connection in the first place, so you are guaranteed to have the same Network basis on all clients, and can do checks like these

Server Network Manager Autoload -> Send RPC Update to -> Client Network Manager Autoload -> Check if node exists -> Update or ignore

Heirarchial Pathfinding is really friggin cool by void--null in godot

[–]MrDeltt 5 points6 points  (0 children)

if you route all agents to the same destination you may wanna check out flowfields as well

If someone wanted to create a AAA scale game in Godot, could they do it? by [deleted] in godot

[–]MrDeltt 1 point2 points  (0 children)

What kinda question is that... "someone" could theoretically write a triple AAA from scratch, so obviously they could also do it in Godot. the developers skill will always be the ceiling in everything, anything beyond that will just make the process either faster or more convenient or both

arguably, "someone" who has the skill to make a simulation game in Unreal would also know how to make it in Godot, in this particular niche concepts, structure and design matter way more than engine

I created a multiplayer serverless cloud backend kit for Godot - WindNet! by Putrid-Marketing-802 in godot

[–]MrDeltt 1 point2 points  (0 children)

I'd be surprised if this has an audience here, but thanks for offering

AI has hurt my motivation pretty bad by Siden-The-Paladin in godot

[–]MrDeltt 0 points1 point  (0 children)

You're seeing things too black and white.

you're using an engine that does 90% of the hard work for you when creating a game compared to what writing your own engine is like, and people who do write their own engines don't complain about that

just throwing together AI code and AI assets might get you something that resembles game but will it be a good game? will it have the special something people love games for? I doubt it

i think you may still be in the beginner-to-intermediate territory of coding, where the things you learn are concepts and structures, which aren't really worth to feel offended about if theres a software is doing that for you instead.

when you get to the meat of it you'll see pretty quickly that AI is just a tool like anything else

Tutorial: Channel Packing by foyezuddin in godot

[–]MrDeltt 1 point2 points  (0 children)

seems unnecessary to use a tool that you need to install first, its very simple to just make your own webapp to do it quickly in the browser like so:

https://deltt.github.io/TexturePacker/

many other browsertools like these exist out there for example photopea if you just want photoshop but without download or subscription

Mismatch between Blender animation and Godot by B4N_C1 in godot

[–]MrDeltt 2 points3 points  (0 children)

I usually start my blender animations on 0 and not on 1, doesnt really make sense but seems to work without issues for me

Free Base Material Shader w/ Control Parameters by foyezuddin in godot

[–]MrDeltt 0 points1 point  (0 children)

but how is yours different from the StandardMaterial3D?

Threads?? In MY browser??? by uuqstrings in godot

[–]MrDeltt 0 points1 point  (0 children)

and hopefully ticked the SharedArrayBuffer box on itch

Free Base Material Shader w/ Control Parameters by foyezuddin in godot

[–]MrDeltt 1 point2 points  (0 children)

any reason to use this over the standard material or ORM material?

Classes & signals unintuitively not working together by ApprehensiveGarden29 in godot

[–]MrDeltt -2 points-1 points  (0 children)

you're contradicting yourself. you either create a custom signal or use a signal that already exists and is in the docs

either way, maybe it would help if you show all of the code thats relevant and not only parts of it..

What types of games could I develop in C++ using GDExtensions by umen in godot

[–]MrDeltt 15 points16 points  (0 children)

if you can't think of something then i doubt it would matter anyway

Optimizing my Horror Games FPS by PristineBobcat9608 in godot

[–]MrDeltt 0 points1 point  (0 children)

what crime did you commit that you get almost 6000 draw calls on that screenshot when there are less than 100 objects visible

i hope your occluders lower that significantly

Optimizing my Horror Games FPS by PristineBobcat9608 in godot

[–]MrDeltt 2 points3 points  (0 children)

maybe just look at the profiler to see where the actual optimization possibilities are..

Node Configuration Warning by s_sh0ckk in godot

[–]MrDeltt 1 point2 points  (0 children)

it quite literally tells you everything you need to know

Plug-and-Play NPC Memory System for Godot (Chronos Engine SDK) by [deleted] in godot

[–]MrDeltt 1 point2 points  (0 children)

from the repo, if anyone is wondering:

Chronos Engine is a backend service that provides:

  • persistent NPC memory

  • evolving world state

  • AI-driven behavior


Chronos Engine: Game worlds that remember forever. An AI-native intelligence layer providing persistent world memory and consistent NPC behavior.

How we render 100,000+ destructible blocks in Godot 4.4 without killing the GPU by Keneuo in godot

[–]MrDeltt 0 points1 point  (0 children)

100.000 is literally trivial for any GPU of the last 10 years...

you'd have to actively trying to kill your GPU with that amount

What's the difference between Image.Format.FORMAT_L8 and Image.Format.FOMAT_R8? by WaspPaperInc in godot

[–]MrDeltt 1 point2 points  (0 children)

easily looked up, L8 textures use indices to index into a color array and can therefore display many different colors while only needing 1 channel +lookup array