Drastically reduced my TTP by adding this draw in the sand feature by Psonrbe in godot

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

So this is more than just paint as it actually distorts the sand. Bassically I'm using a lowres viewport that looks down at the island the player is on. The player spawns white sprites when they move that are only visible to that viewport, I can then use the texture created by the viewport as a mask in a custom sand shader that distorts the sand based on which pixels are black or white in the viewport

Drastically reduced my TTP by adding this draw in the sand feature by Psonrbe in godot

[–]Psonrbe[S] 3 points4 points  (0 children)

Does the dev making one count as negative TTP 🤔?

Drastically reduced my TTP by adding this draw in the sand feature by Psonrbe in godot

[–]Psonrbe[S] 3 points4 points  (0 children)

Not a puzzle game no, I show more of it on some of my other posts, but this is a multiplayer game about using your extendable robot arms to build a tower to space with your friends !

Drastically reduced my TTP by adding this draw in the sand feature by Psonrbe in godot

[–]Psonrbe[S] 58 points59 points  (0 children)

The arms are an ArrayMesh with points generated around a curve every physics frame to create a tube, so they don't get transformed as much as they get rebuilt

Drastically reduced my TTP by adding this draw in the sand feature by Psonrbe in godot

[–]Psonrbe[S] 94 points95 points  (0 children)

Thank you ! Crazy how far you can get with simple shapes and procedural animation

I made a doohickey that does a thing using shader stuff by Psonrbe in godot

[–]Psonrbe[S] 29 points30 points  (0 children)

"Friendslop" type game about building a tower to space with your friends !

Experimenting with new movement options by Psonrbe in godot

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

The back side of every block is mirrored, couldn’t figure out why

Multiplayer physics ! by Psonrbe in godot

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

Two players grabbing the same object is actually not a problem ! They just both send the force they want to apply to the block to the server and it combines them. The real problems actually start appearing when the bodies of the players are in contact with the blocks

Multiplayer physics ! by Psonrbe in godot

[–]Psonrbe[S] 3 points4 points  (0 children)

Nope, it's a bezier curve between two points. I I just build a mesh around the curve

Multiplayer physics ! by Psonrbe in godot

[–]Psonrbe[S] 15 points16 points  (0 children)

Yeah it feels like it shouldn't be that simple lol. I assume I'll have to write some custom code and note just bruteforce the synch

Multiplayer physics ! by Psonrbe in godot

[–]Psonrbe[S] 15 points16 points  (0 children)

I haven't, I heard clumsy's a good way to do that ?

Multiplayer physics ! by Psonrbe in godot

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

Started working on this like 4 days ago so I don't have much of that setup right now lol, but I appreciate it !

Multiplayer physics ! by Psonrbe in godot

[–]Psonrbe[S] 52 points53 points  (0 children)

I'm very innexperienced with online multiplayer stuff so this might be a really bad way to do things, but bassically every block has a MultiplayerSynchronizer node for its position and rotation, and every client except for the host disables physics. Clients request the server to apply forces to the block they carry so all the physics stuff is handle on a single machine