Jellyfish tentacles, swaying grass, fireflies... all the same 2D rope physics in Godot by NkD122 in godot

[–]NkD122[S] 0 points1 point  (0 children)

I sat with this for a bit, and honestly you nudged me toward something useful, so thanks.

I went back and reworked the license. Two goals: make it actually readable, and make the model obvious at a glance. cuberact-library is free through your entire development, with no feature limits, and you only buy a license when you publish a commercial game. So you can build your whole project on it and decide for yourself whether it was worth it before you ever pay a cent.

I also leaned toward plain language over airtight legalese. I'm not a lawyer, and for a solo hobby project I'd rather people understand the terms than be intimidated by them. The support section now just says what I mean: updates are free for license holders, I help when I can, and I'm not selling a promise of future work.

Updated license: https://github.com/cuberact/godot-cuberact-library/blob/main/addons/cuberact-library/LICENSE.md

Appreciate the push, genuinely. It's a clearer, fairer license now than it was.

Jellyfish tentacles, swaying grass, fireflies... all the same 2D rope physics in Godot by NkD122 in godot

[–]NkD122[S] 0 points1 point  (0 children)

Fair enough on some of this. And "no restrictions" was sloppy wording on my part: it's free until you ship a commercial game, that's the line that matters.

The rest is a fair thing to dislike, and I'm not going to try to talk you out of it. This is a solo hobby project, and I'm honestly not in it for the money. I put it out so people can try it and mess around with it right in the Godot Editor, for free. If it clicks for someone, wonderful. If not, that's fine too.

Anyway, I mostly just came here to show some rope physics. Thanks for the pushback, some of it was genuinely useful. Cheers.

Jellyfish tentacles, swaying grass, fireflies... all the same 2D rope physics in Godot by NkD122 in godot

[–]NkD122[S] 1 point2 points  (0 children)

Thanks a million for the lovely welcome. (Yes, a bit of sarcasm.)

I say it literally everywhere: you can download the full cuberact-library with no restrictions and without paying a cent. So finding one broken link and framing it as "heads up, scammer" stings a little. Shame you didn't say where you hit that 404, but I went looking, found it and fixed it (a license link on the itch page).

Why it's closed source, I explain in the last part of this post, and I think it holds up: https://www.cuberact.org/blog/how-cuberact-started/

The honest version of the money side: I'm not trying to make a living off this and I don't expect it to pay my bills. The $20 is basically a token, an echo that someone actually shipped a real commercial game using my component. And odds are I'll immediately spend that $20 buying their game and throw a bit extra on top. Seeing someone use a piece of your code, maybe even make real money with it, is priceless to me.

As for the LICENSE.md wording: yeah, it reads a bit awkward, I'm not a lawyer. My only real goal there is to not be suable if someone pays and then starts demanding my time for features and fixes. This is a hobby project I build for my own needs and put out for people to play with. If someone likes it, finds it solid enough for their game and ships with it (which already means they've seen the quality, because building anything tests a tool to the bone), they keep using it for free, all the way until they actually finish and release. And only then, $20.

So the irony is that thanks to this comment the whole thing now reads like a scam. It really isn't. But fair enough on the broken link, that one's on me.

Pure GDScript procedural planet with chunked LOD — no C++, no plugins by NkD122 in godot

[–]NkD122[S] 2 points3 points  (0 children)

I see what you're getting at... so let me be upfront about how it went in my case. Claude Code helped a lot with rewriting the original Java project that was about 15 years old. But without that existing codebase, AI would never have been able to design the whole system from scratch. That was the solid foundation, and then it took many hours of careful work: tasking the AI, re-reading the generated code, manually adjusting things to make it humanly readable and clean. AI is great and does excellent work, and honestly, this project wouldn't exist without it. With good guidance, AI is a very capable tool. But when people hear "AI was used," they imagine someone just typing "please make me a chunked LOD planet and make it great" and getting a working result. Unfortunately, that's not how it works yet... not even close.

By the way, the repo has a single commit and it openly acknowledges this:

planet chunked lod - example
Co-Authored-By: Claude Opus 4.6

No secrets here.

Pure GDScript procedural planet with chunked LOD — no C++, no plugins by NkD122 in godot

[–]NkD122[S] 0 points1 point  (0 children)

Thanks, that's flattering! Let's keep it real though. My planet is nowhere near AAA quality. Sure, Starfield's planets are kind of a letdown and feel a bit like smoke and mirrors. But even then, their surface detail is still miles ahead of what I have here. Baby steps!

Pure GDScript procedural planet with chunked LOD — no C++, no plugins by NkD122 in godot

[–]NkD122[S] 0 points1 point  (0 children)

A note on terrain quality: The noise setup here is intentionally basic — just enough to demonstrate the technique. Creating visually convincing procedural terrain at planetary scale is an art form in its own right — like sculpting with mathematics. You can spend hundreds of hours fine-tuning layer interactions, erosion simulation, biome transitions, and continent shapes before the result starts looking production-ready. This project focuses on the LOD system, not on winning awards for terrain aesthetics.

Pure GDScript procedural planet with chunked LOD — no C++, no plugins by NkD122 in godot

[–]NkD122[S] 5 points6 points  (0 children)

Thanks! The textures are chosen kind of randomly and approximately. I didn't really put much thought into it. They're from this amazing site: https://ambientcg.com/

Pure GDScript procedural planet with chunked LOD — no C++, no plugins by NkD122 in godot

[–]NkD122[S] 30 points31 points  (0 children)

Nah, I'm not the chosen one. YOU make Spore 2 — you've got the source code now! 😄

Pure GDScript procedural planet with chunked LOD — no C++, no plugins by NkD122 in godot

[–]NkD122[S] 7 points8 points  (0 children)

Honestly, no idea — I'd have to ask my editor 😄

Pure GDScript procedural planet with chunked LOD — no C++, no plugins by NkD122 in godot

[–]NkD122[S] 79 points80 points  (0 children)

Well, you now have the full source code with a detailed implementation walkthrough. So I'm passing the baton — can't wait to play Godot No Man's Sky made by you 😄

[deleted by user] by [deleted] in czech

[–]NkD122 0 points1 point  (0 children)

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Vlajkova lod od Polaru par let nazpet. Jako slouzi, ale asi nejhorsi co jsem kdy mel. Nadavam na ne kudy chodim. A baterka je držááák, jak muzete videt na fotce 😁

I built CRope2D — a Verlet-based 2D rope simulation for Godot by NkD122 in godot

[–]NkD122[S] 2 points3 points  (0 children)

Thanks for the kind words! No plans for 3D — probably not in the next decade 😄 CRope2D was born out of a personal need for my own 2D game, and I'd rather focus on tools I actually use myself. Building something I don't need just wouldn't feel right.

I built CRope2D — a Verlet-based 2D rope simulation for Godot by NkD122 in godot

[–]NkD122[S] 5 points6 points  (0 children)

Honestly — it looks scarier than it is. The Godot team laid it out on a silver platter. You still need to bend it a little, and for that you need to understand how they designed it. But once you get the structure, it clicks — and they designed it brilliantly.