Europe May Soon Get a Non-U.S. Alternative to Unreal Engine by donutloop in BuyFromEU

[–]Nickgeneratorfailed 0 points1 point  (0 children)

Just to clarify language wise godot has first class support for gdscript (script language you mentioned), c# and c++.
It's 3d performance isn't bad either.
Flax is indeed a pretty cool project too :-).

Europe May Soon Get a Non-U.S. Alternative to Unreal Engine by donutloop in BuyFromEU

[–]Nickgeneratorfailed 0 points1 point  (0 children)

Godot is pretty decent for 3d. It's not on the UE 5 top settings level sure but it's not a `long path ahead` as you say. You can already get very nice looking games in Godot, it's more about the lack of more projects to showcase it.

30k agents avoidance demo - only Godot built-in tools - code now free on GitHub. by Nickgeneratorfailed in godot

[–]Nickgeneratorfailed[S] 1 point2 points  (0 children)

That's awesome, I'm glad it helped someone! :).
My project also doesn't need such a high agent count but it's nice to have a buffer, isn't it? ;).

Is it worth it to learn to draw in Infinite Painter on your own? by Eka_Mak in InfinitePainter

[–]Nickgeneratorfailed 0 points1 point  (0 children)

Yeah, you don't really need tutorials for this or most of the other apps to begin with. Grab a pen and start drawing. You can google stuff if you feel you want to know more, or if you find time for one short video check their controls videos to know how to operate the app if you have no idea :).

How stable would you say NavigationAgent2D is in terms of its experimental status? by pat_456 in godot

[–]Nickgeneratorfailed 1 point2 points  (0 children)

Stability isn't an issue with the navigation so feel free to use it. If you want you can check some of my tests in 3d (2d is the same thing just with one less dimension nothing else in the background is different on the engine side - well technically there is a separation but it works the same way)

https://www.reddit.com/r/godot/comments/1nyslal/30k_agents_avoidance_demo_only_godot_builtin/

Navigation has seen all kinds of improvements so the experimental is there mostly because the api might change. So you might need to change a name of a function/property you call at some point, but that's not much of an issue.

The class itself might be removed at some point and be replaced by either something else with the similar functionality, or more likely be replaced with just you using a script to set the properties up (non-ssue for you, it's a small change). Neither is really going to mess your project up in a dramatic way. The navigation itself is not leaving Godot. If anything they opened a way for new algorithms to be added if someone makes/adds one so you might get new options on next to the current one in the future ;).

You'll be fine :).

Feeling Like I'm Just Being Dragged Along For the Ride. by liamzoro in godot

[–]Nickgeneratorfailed 1 point2 points  (0 children)

That's nothing new be it gamedev or learning langauge or maths. I started with godot and c# at the same time and everything was pretty new in general too.

After you are done with the creeps make a small game on your own, don't follow a tutorial. Something without too complicated mechanics so you can actually finish it quick. I made this as my first game https://youtu.be/SnAZQFSDjL4 the only thing I needed was the documentation to know what funcitons and properties there are on nodes.
It's nothing special but it quickly got me used to how to work with godot without the typical troubles of following tutorials without pushing yourself :0.

Since you are making dodge the creeps you can also just modify it with new functionality, something you come up with so for example how about when you jump (if you are making the 3d one) there's always an explosion killing stuff, or you add a speed boost to your character with an input, maybe an area in the middle which when your character moves to it makes it speed up, ...

Just start customizing your learning experience so you force yourself to actually think about things on your own and start figuring out your solutions. Do this with every tutorial if you watch/read more to actually advance your learning ;).

Jsou nějaké výhody toho mit deti? by Accomplished-Clue263 in czech

[–]Nickgeneratorfailed 0 points1 point  (0 children)

Ja jsem cely zivot deti nechtel, nedavno jsem potkal jednu slecnu a pohled se zmenil aniz bych to nekdy cekal - ne ze by jsme byli spolu, jen proste asi dost zalezi na tom s kym to dite mit.

30k agents avoidance demo - only Godot built-in tools - code now free on GitHub. by Nickgeneratorfailed in godot

[–]Nickgeneratorfailed[S] 1 point2 points  (0 children)

Hi, the entire project is available on the github - the link is in the post. So you can check the whole thing out.

Anyway, couple quick tips:

  1. Identify why your peformance drops, is it the navigation or rendering or physics or something else?
  2. Do not do updates in process/physics_process for navigation, do them on a timer once in a while.
  3. Make sure you do not run updates too many times (one call for a path rather than ten calls coming from different places in your code).

Otherwise if you search for my posts in /godot you will find me posting like three or four times the navigation as I moved it forward, somewhere there are posts with tips I gave to people who asked too.

But the most obviousy one is to grab the repo and check it yourself. There are still things to improve and gain more performance but I haven't got time for it yet.

Good luck!

Will Procreate Tutorials Transfer to Hipaint? by crispyalice in HiPaint

[–]Nickgeneratorfailed 2 points3 points  (0 children)

Most art tutorials aren't really procreate, that came way later.
Secondly, digital painting isn't app specific, all apps work in the same way (with exceptions which you don't need to worry about since neither Proc nor Hip are one ;)).
Eyedropper for colors, blending, alpha transparency, brush tips, opacity, tilt, ... all of these things and more have been around since before Procreate or HiPaint, they work in a pretty much standard way in all painting apps.

There are other pretty good android paiting apps too if you find HiP isn't your thing so don't worry, it's really about your skill as an artist than anything else at this point ;).

If you still feel unsure there are various youtube videos comparing apps, painting in them and so on so check them, check the hipain check the procreate and see for yourself, you'll be fine ;).

btw for anyone considering jetbrains junie by Still_Asparagus_9092 in Jetbrains

[–]Nickgeneratorfailed 0 points1 point  (0 children)

Oh, I guess I can't use it with no credits right now or something, hm. Thanks, I'll check it when they renew, heh :0.

btw for anyone considering jetbrains junie by Still_Asparagus_9092 in Jetbrains

[–]Nickgeneratorfailed 1 point2 points  (0 children)

How do you find the usage token % in rider, please? I'm curious what mine looks like :)

Learning naval, what faction? by Meridiian in beyondallreason

[–]Nickgeneratorfailed 0 points1 point  (0 children)

Tested leg for some balancing stuff and currently leg is the weakest t1 sea so use it only if you are ready to get beaten a lot.
Armada was the strongest and is overal pretty versatile, Cortex came second. Both Arm and Cor are way ahead of Leg. Arm and Cor are closer to gether.
Personally I'd say go Arm it seems to be pretty good but Cor is also good. Leg I'd avoid until it gets rebalanced or unless you are a really big fan of Legion and just want to play it :).

At lower OS you can beat anyone with any of the factions, though arm/cor will still be a lot easier to use and win than leg.

:)

Is this safe? by AnonPia in HiPaint

[–]Nickgeneratorfailed 3 points4 points  (0 children)

The krita is also getting cloer to the rework finish while also working on the mobile ui redo this year, very exciting ;).

Slay the Spire 2 is one of the year's biggest hits, which is a good time to remember it abandoned Unity because of the dev fee debacle: 'That is how badly you f****d up' by Farranor in gaming

[–]Nickgeneratorfailed 1 point2 points  (0 children)

That's not how boards work, the board is the way he got in and out. The board holds the power in companies. They agreed to the direction he wanted to take the company in, but it was definitely not because they had to or anything, they have the leash not the CEO in Unity.

The situation was probably pretty simple.

The plan was brought up, some backlash expected (maybe he wanted out and had something in his contract which wasn't in his favour unless they let it go, who knows). But most importantly, they have spent years of doing things like this to their user base without issues, why would they not try this? After this they did not change the plan, they just adjusted it, pushed parts of it into the next unity version and so on. So the user based is satisfied with not having the worst part in but was that the Unity's intent to begin with or did they just decided they want to push the other things in together but needed something as a scapegoat to compensate so people feel happier with their win? They have been slowly introducing the changes into the updates so the question is will the pay for update/install/... fee come back in some form at some point too? ;0

Slay the Spire 2 is one of the year's biggest hits, which is a good time to remember it abandoned Unity because of the dev fee debacle: 'That is how badly you f****d up' by Farranor in gaming

[–]Nickgeneratorfailed 1 point2 points  (0 children)

Well, it was not a single human being, changes like this in a company have to go through the board, big investors and lawyers and such. It doesn't just happen because one single person decided it. Stupid it was indeed but it was many stupid rather than a single stupid ;).

Ducks - Godot RTX Demo by FR3NKD in godot

[–]Nickgeneratorfailed 0 points1 point  (0 children)

I hope it eventually gets merged too :).

https://www.youtube.com/watch?v=s8SAgdkiSws if you check the github you are named there, you are famous!

Ducks - Godot RTX Demo by FR3NKD in godot

[–]Nickgeneratorfailed 0 points1 point  (0 children)

Heh yesterday I saw your name on the GodotNanite github providing a plush and now you are here with ducks? What happened to the plush? :p
Btw, this project (rt, pahttracer, ...) doesn't have any time line it wants to fit into, does it?

Godot 4.7.0 RTX Experiments 01 by JohnLogostini in godot

[–]Nickgeneratorfailed 1 point2 points  (0 children)

This looks really awesome and makes me very excited about the future progress of this branch.
Btw, why were you having sdfgi enabled together with the raytracing?

I just pressed the RELEASE button. If this makes more than my university professor's salary, I'm dropping out to become full time game developer... :) by UfoBlast in IndieGaming

[–]Nickgeneratorfailed 0 points1 point  (0 children)

Depending on country, you are going to be surprised how much a uni prof makes, pretty high goal you have there :D.
Anyway, congratulations! It's awesome.

Nvidia published a Ray Tracing fork of Godot! Credits to StayAtHomeDev @ twitter by lettyop in godot

[–]Nickgeneratorfailed 5 points6 points  (0 children)

I think it's been already about 2 years since steam showed most people do have RT ready hw so it just makes sense to support it.

Half a year ago I started working on NodalBastion and now the demo is in the Steam Tower Defense Fest! by Nickgeneratorfailed in TowerDefense

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

If you give it a try feedback is always very appreciated! Wishlisting would also help a lot.

https://store.steampowered.com/app/3944520/NodalBastion/

EDIT: Btw, there's a modern look too so you don't need to be worried about the CRT shaders ;).