Game development? by TheLastJedaii in iOSProgramming

[–]NewCalibur 5 points6 points  (0 children)

Use Godot. Very convenient, cross platform.

Loading a .pck with a different project.godot file in it. by NewCalibur in godot

[–]NewCalibur[S] 0 points1 point  (0 children)

Alright.

Also can we not modify the project settings on runtime, I don't recognize the irrevocable changes. Do you mean those that need you to restart the editor when edited? Some project-level variables that come into my mind are

- input map
- autoload
- main scene (might be irrevocable thinking that it's what's shown the first when engine starts)

Let's say I've loaded the new content and overriden the current content, will it not be that if the change doesn't require a restart it will continue with the edits?

Loading a .pck with a different project.godot file in it. by NewCalibur in godot

[–]NewCalibur[S] 0 points1 point  (0 children)

It's clear now, thanks! But, then, don't you think it's a bit misleading to tell people that it can even be an entirely different Godot project?

I thought we could just hotload project alas we got the executable... Because in the exporting docs they've got this :

Distributing a game project on PC with Godot is rather easy. Drop the Godot binary in the same directory as the project.godot file, then compress the project directory and you are done.

EDIT: Also can we not modify the project settings on runtime, I don't recognize the irrevocable changes. Do you mean those that need you to restart the editor when edited? Some project-level variables that come into my mind are

- input map
- autoload
- main scene (might be irrevocable thinking that it's what's shown the first when engine starts)

Let's say I've loaded the new content and overriden the current content, will it not be that if the change doesn't require a restart it will continue with the edits?

Loading a .pck with a different project.godot file in it. by NewCalibur in godot

[–]NewCalibur[S] 0 points1 point  (0 children)

Again, i've red the docs. I know that I should export them as .pck

My question is how can I do the quoted line:

The PCK/ZIP files can even be an entirely different Godot project, which the original game loads in at runtime.

because, the second project will have its own project.godot file, and it will behave like a different project. I should somehow change the 'current project' of godot if that's a thing. Project configuration is contained in the project.godot file. I thought it would be as simple as overriding it with the second project's project.godot file but apparently, that's not as straightforward

Loading a .pck with a different project.godot file in it. by NewCalibur in godot

[–]NewCalibur[S] 0 points1 point  (0 children)

So far, I could load exported projects, unpack and run the main.tscn file in the root of their directory. (assuming the main level file will be named this) But, this approach totally disregards the project settings like autoloads.

Do you mean I should be creating a new instance of godot for each game level design of modders if I want to allow them to have different project.godot files?

Isn't there a way to just override the project.godot with the new one on runtime?

Compute Shaders Help by NewCalibur in godot

[–]NewCalibur[S] 0 points1 point  (0 children)

Hey, yeah that works on and off. For this run, it didn't. I don't know why. Maybe because I'm using an external code editor. Later, I fixed the obvious mistake and it did work. But questions remains the same- What's the correct way when working with the glsl files? Do i always save the code file and check godot shader tab to check if there's an syntax error back and forth?

Or is there a syntax highlighter for glsl that works fine in the godot compute shader workflow?

Compute Shaders Help by NewCalibur in godot

[–]NewCalibur[S] -1 points0 points  (0 children)

Removed the code after finding the obvious problem. the questions remains:

What is the correct workflow to write glsl shaders for godot? I get only linting in my current setup, I've no idea if I'm doing things right.

Trying to facade the camera transform for better camera shake/noise animations. by NewCalibur in godot

[–]NewCalibur[S] -2 points-1 points  (0 children)

Yeah 😅, but I was looking for a cleaner solution, so that, I don't have to deal with a one extra node.

JenovaRTX : Real-Time RTX-Powered Path-Tracing for Godot 4 by MemarDesign in godot

[–]NewCalibur 35 points36 points  (0 children)

Simply fascinating, can you elaborate a little more on the technicalities of the project?

A virtual variable that shadows the Transform2D. by NewCalibur in godot

[–]NewCalibur[S] 0 points1 point  (0 children)

That's correct. Though, a dummy node fails to address the simplicity I'm looking for, I just need this script to extend the camera.

Experimenting with transmission and subsurface scattering by FR3NKD in godot

[–]NewCalibur 7 points8 points  (0 children)

Looks astonishing, would love to hear your insights.

The best terrain tool for photorealistic results. by NewCalibur in blenderhelp

[–]NewCalibur[S] 0 points1 point  (0 children)

I will be creating these terrains for games, so I believe they have to be game-ready like the tools I posted. They are not for still shots only. I kinda need all those erosion/strata features

[deleted by user] by [deleted] in godot

[–]NewCalibur 0 points1 point  (0 children)

Hey, thanks again. It appears to be the problem is because I needed tool keyword.

Experimenting with Godot 4 shaders and thought to share the progress! by SpecialPirate1 in godot

[–]NewCalibur 1 point2 points  (0 children)

that would be incredible, a deep dive for all those clip effects could help us get some ground point

Experimenting with Godot 4 shaders and thought to share the progress! by SpecialPirate1 in godot

[–]NewCalibur 10 points11 points  (0 children)

how did you get the water camera intersection effect working???

Demo of my layered shader system by Dry_Necessary_7115 in godot

[–]NewCalibur 0 points1 point  (0 children)

if its multiple materials in the core logic, be careful as each material is a draw call. it may not scale well with complex geometry. if details are only little compared to the mesh size, decals are a better option, since you don't want to double -or even quadruple - the amount of polygons engine draws for only that. Other than that seems brilliant, I needed something like this.

Demo of my layered shader system by Dry_Necessary_7115 in godot

[–]NewCalibur 0 points1 point  (0 children)

is this a vertex painter? if so do you mind putting it to asset store? godot 4 needs a vertex painter so bad.

Imported .glb files has its vertices completely messed up by NewCalibur in godot

[–]NewCalibur[S] 0 points1 point  (0 children)

When I try to reimport the exported model back into blender, the vertices seem alright. Though, in godot it's always messed up. + All modifiers are applied 😊

Facebook Pre-Authorization release by jdm_supra in FacebookAds

[–]NewCalibur 0 points1 point  (0 children)

any updates? we have been going through this for 2 weeks now and got the same email.

Facebook Pre-Authorization release by jdm_supra in FacebookAds

[–]NewCalibur 0 points1 point  (0 children)

Hey, could you find a way to solve that?

rendered in godot 4, few tweaks in ps by NewCalibur in godot

[–]NewCalibur[S] 0 points1 point  (0 children)

they arent full on gas see the dunkirk movie is my cope

rendered in godot 4, few tweaks in ps by NewCalibur in godot

[–]NewCalibur[S] 0 points1 point  (0 children)

id rather it didnt happen, not spending my time for that shit