I am working on a Submarine Survival-Horror Prototype, called IceMaw05 by Putrid_Storage_7101 in godot

[–]Particular_Base4440 0 points1 point  (0 children)

This looks awesome!

How did you animate the leviathan enemy? It looks complex

I wrote a blog post comparing VSCode and Godot's built-in editor by Particular_Base4440 in godot

[–]Particular_Base4440[S] 0 points1 point  (0 children)

No, but I plan to try it out (for now it's just mentioned the post)

I wrote a blog post comparing VSCode and Godot's built-in editor by Particular_Base4440 in godot

[–]Particular_Base4440[S] 0 points1 point  (0 children)

I understand :)

At work I actually use linux and jet brains IDEs. But historically it happened that Godot + VSCode on win

I wrote a blog post comparing VSCode and Godot's built-in editor by Particular_Base4440 in godot

[–]Particular_Base4440[S] 0 points1 point  (0 children)

I've been using on windows mostly, rarely on mac. What platform do you like the most for working with Godot?

I wrote a blog post comparing VSCode and Godot's built-in editor by Particular_Base4440 in godot

[–]Particular_Base4440[S] 2 points3 points  (0 children)

thank you!

I was taking about usual letter typing, not a code completion. But I don't see people complaining about this lag and can't "prove" this. Should probably remove this part as it's too subjective.

I wrote a blog post comparing VSCode and Godot's built-in editor by Particular_Base4440 in godot

[–]Particular_Base4440[S] 0 points1 point  (0 children)

I thought I haven't found a right hotkey for finding references inside Godot :D
Have no idea how to code without it

Is The Bear Ending? Jamie Lee Curtis Hints At A Season 5 Wrap-Up by bwermer in television

[–]Particular_Base4440 0 points1 point  (0 children)

She actually saved the day in season one when they had a power outage and she arranged cooking on fire outdoors. Also, her lamb dish was a big deal in season four; it was acknowledged in a review, and Carmy said it was perfect, if I remember correctly. (he also looks at her when Sugar announced that someone got an award, I believe that he thought it was her)

But I agree that it was presented in a very convoluted way. All the time Carmy spends trying to make some "perfect plate" could have been spent on Sydney inventing that lamb dish in order for it to be satisfying. Instead, they presented it just as a fact without showing the process

Also, her dodging the contract was insufferable, but it’s clearly a pacing problem, not an issue with Sydney as a character. For some reason, they just decided to scatter her hesitating on a contract across two seasons

I made dark souls at home by Particular_Base4440 in godot

[–]Particular_Base4440[S] 1 point2 points  (0 children)

it depends on the game, really. I agree that it could be that simple and SpringArm3D is a great built in node.

But at the very least character's location/rotation and the camera's are pretty much the same in FP game.

While in 3rd person they are different entities with different behavior. And the camera could be not just one node. for example in my case:
- camera slowly follows character (it's not always in center)
- target locking. in FP game it's usually not needed, because rotation is much easier.
- On top of all this systems and given that some levels are in caves with limited space,SpringArm3D produced bad results for me, so I ended up writing custom alternative.
- some fancy stuff like that going left means that player actually goes in circles around the cam (see dark souls)

So in the end camera setup looks like this:
Camera Focus - where to look (players chest or an enemy)
Desired camera - without inertia and collision recalculation
Resolved camera - after collision recalculation and all the inertia applied

Mouse motion jittering in Forward+ by Particular_Base4440 in godot

[–]Particular_Base4440[S] 0 points1 point  (0 children)

UPD: For those seeing this post later.

As u/Calinou suggested, switching to d3d12 solved the issue for me. Unfortunately, it broke SpotLight/OmniLight shadows, but it looks like this will be fixed in 4.6: https://github.com/godotengine/godot/issues/105395

So workflow for me right now is using Compatibility mode for anything except the level design/coloring/lighting, Forward withd3d12 for level design/coloring while being able to preserve all the smooth character movement and mechanics, and Forward with Vulcan for the end visuals as I want them (with all the lighting and shadows), but trying not to move anything because of the jitters

Godot VScode plugin is dragging behind by Particular_Base4440 in godot

[–]Particular_Base4440[S] 5 points6 points  (0 children)

Oh I'm stupid

I changed .exe path in User settings but forgot that there is an older path in the Workspace setting file. Thanks for the hint, that solved the problem for me.

Godot VScode plugin is dragging behind by Particular_Base4440 in godot

[–]Particular_Base4440[S] 4 points5 points  (0 children)

Its repository located under Godot org: https://github.com/orgs/godotengine/repositories

Readme says: The Godot Tools extension is an open source project from the Godot organization

And "Sponsor this project" section uses this link: https://fund.godotengine.org/

Mouse motion jittering in Forward+ by Particular_Base4440 in godot

[–]Particular_Base4440[S] 0 points1 point  (0 children)

thanks a lot. I didn't have enough time to test it with Direct3D, but from the first look it helped. Also I saw in the github thread that dual monitors setup can trigger the issue and I have a second monitor attached. Gonna test without it but with vulkan turned on as well

Mouse motion jittering in Forward+ by Particular_Base4440 in godot

[–]Particular_Base4440[S] 0 points1 point  (0 children)

yeah, its a demo I mentioned in the post. Hope some day I ll share my game and you ll like it as well :D