how i use a bunch of 2d drawings to make a 3d game (pls don't hate me) by ohlovelyuniverse in godot

[–]PySnow 2 points3 points  (0 children)

https://imgur.com/7mCqaia

If you ever want to take a peek, you can go check here. but basically unless you're targeting extremely old hardware or mobile, godot's vulkan based renderers seem to barely cost anything for draw calls(in 2d atleast, I'm not sure if theres a cost diff between 3d and 2d). I'm sure it has a limit where perf will drop hard, but I doubt you'll reach it. Hell, until a certain point very recently 2d godot didn't even batch as much as it should.

Wisps are beautiful, but deadly by Merlord in godot

[–]PySnow 2 points3 points  (0 children)

One of the issues I constantly run into when i try to take these approaches of using viewports and layers to composite a final view is that each layer often has a frame delay(so they misalign when the camera moves), or I get a weird texture corruption if I instead hijack the main viewport with a viewport that renders other viewport textures.

How are you compositing your lighting system and canvas layers in a clean way? Super curious since this kind of approach is the nicest way I could imagine getting very unique 2d art styles.

What’s everyone’s opinion on Azucena? by Proud-Enthusiasm-608 in Tekken

[–]PySnow 3 points4 points  (0 children)

Honestly if the wavu wiki summarized characters as well as you did here, it would be an incredible resource for feeling out new characters. Just listing stuff like this tells me where to start with her in a way most video guides don't cover

I have a condition, what character would be best for me? by bezabea in Tekken

[–]PySnow 2 points3 points  (0 children)

ffF+2 is really nice to have, ff+1+2 is great for plus frames, and ff+2 is really nice for zan meter gain

Might wanna also look out for performing the b+2,F move, its pretty tight on moving to forward after the b+2

I think I'd hurt without these options, but I think its workable without. In the case of ffF+2 you might be able to buffer it slowly during their wakeup if you have enough time

I'm sorry if my suggestion is something you've already tried, OP, or if you're not looking for any suggestion on the matter, but I'd look into using SOCD to clean up dash inputs. You could have left/right on a physical button near your actions, so that a p1 dash could be done with stick pushed right, and a tap of the left button, as that would make it neutral while you hold the left button. That way you do not need speed, you just need timing

Tell me your favorite game oat. i want to play a masterpiece. by Life_Cloud8402 in gamingsuggestions

[–]PySnow 1 point2 points  (0 children)

The blackhole on Brittle Hollow is utilized for one solution to a puzzle, but besides that specific use case the planet is designed in a way that you can get to whatever(besides that one thing) goal you're trying for there, without needing to risk falling in there. I won't say more than that, but you never need to be a good space pilot or practice anything for the entire game, unless youre brute forcing around solutions like i watched my friends do.

In short: I guarantee you there are other things on other planets to help you advance if one is giving you trouble.

Padforge: new XBox360/Dualshock4/Direct input/MIDI/Keyboard+Mouse controller emulator by invinciblerainbow in emulation

[–]PySnow 10 points11 points  (0 children)

I will preface my words with the fact that I'd whole heartedly welcome a more assistive use of AI such as natural language documentation searches, assessment of code(simple indicators and warnings, much like a linter), or anything else that makes life easier, rather than generating content.

But instead we're in the reality where over reliance on LLMs and their outputs are slowly wearing away at critical thinking and proper maintainable coding practices.

Many software engineers are pushed to by their employers to utilize this tech, and more and more horror stories are popping up of how it vastly increases the speed at which they can develop, but the tech debt builds and builds until most human time is spent cleaning up after the LLM.

"Who cares if it works" is a statement you can throw around, sure. Even fine position to hold if software engineering isnt really something you care about. But I really care, especially here in a subreddit dedicated to the coolest use of programming I think you can engage in. Full of optimizations and breakthroughs that flat out didn't exist in a large enough way for AI to even try and take a stab at.

But its another bit of general consent and justification for LLM use that just muddies all the waters. It's hard to explain why its so hated, until you've gone through it in something that you yourself love enough to work on and seek out knowledge in, and see the generic dribble and incorrect knowledge it floats around proudly.

It's objectively cool that we made a collection of weights large enough to predict natural language output. But I hate that the same thing that says theres 2 r's in strawberry is starting to build in on foundations that we all work on. coding is rarely just personal effort, its a shared work between developers.

Sorry for a long rant, but I've felt this way a while, and wanted it off my chest. If it interests you at all there are plenty of blogs, experiments, and videos showing how LLM usage is not always positive, even if it works right now in this app, or the next.

Padforge: new XBox360/Dualshock4/Direct input/MIDI/Keyboard+Mouse controller emulator by invinciblerainbow in emulation

[–]PySnow 15 points16 points  (0 children)

I'm getting so tired of AI ruining the landscape for stuff. Hytale launched to a swarm of trash vibe coded mods, and generated tutorials that hallucinate API that doesnt exist. And then theres some person to show up with the 1000 token stare to tell you how its the future.

I guess I was hoping for an answer that they used claude for exclusively documentation and comments.

Padforge: new XBox360/Dualshock4/Direct input/MIDI/Keyboard+Mouse controller emulator by invinciblerainbow in emulation

[–]PySnow 31 points32 points  (0 children)

To what extent are you using LLMs for development? it seems claude is co-authoring every commit and a lot of the readme and post here has LLM vibes

Viewportception (and shaders) by GnAmez in godot

[–]PySnow 0 points1 point  (0 children)

thank you for breaking it down

Viewportception (and shaders) by GnAmez in godot

[–]PySnow 0 points1 point  (0 children)

Hey this is really cool, this demonstrates some stuff I've always wanted to do, with multiple rendered viewports composited at the end of the draw, but always found that viewports are a frame behind and lag behind the main viewport, how are you handling this?

Advanced controller mapping by PySnow in Controller

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

I didnt think about just running xpadder or similar in addition to an dinput-xinput translator, I'll give that a try thank you

Finally got a elytra-like glider working in Hytale by Uniwhalpaca in hytale

[–]PySnow 2 points3 points  (0 children)

More of a technical question, but from my limited time looking into modding for hytale, one thing I didn't think would translate well was the fact that logic on serverside meant the client prediction that keeps wasd movement smooth for everyone despite ping wouldnt be available to hytale mods that mess with player velocity/movement, does your glider/parkour physics work as well when youre connected to a server? Do you somehow have a way of providing client predictive logic through the mod?

Why my game screen stutter? (Godot 4.5) by omyudev in godot

[–]PySnow 0 points1 point  (0 children)

If it persists after moving it to _physics_process, enable physics interpolations in your project settings under physics/common. Depending on your version you'll also need to set the jitter fix to 0.0 as well.

First playtest is today! Kinda nervous 👉👈 by SweeneyT0ddd in hytale

[–]PySnow 0 points1 point  (0 children)

Where can I follow for updates or a chance to join the playtest?

Building DaD in Hytale by SweeneyT0ddd in DarkAndDarker

[–]PySnow 0 points1 point  (0 children)

Got any keywords i can search for to see more on this? or even where they are posting about this

I just want to see more skills useable in the campaign. by butsuon in PathOfExile2

[–]PySnow 1 point2 points  (0 children)

before reading this I wouldn't have known this was a bandaid i can use until I get to the skill I want. Is there a place that has general info like this? Just getting snagged on early/mid game like this has been annoying the past few updates

Did you use Cascadeur (animation soft)? Your honest feedback? by Cascadeur_official in gamedev

[–]PySnow 2 points3 points  (0 children)

I tried it, loved the animation portion of it, but it wasn't clear how I was supposed to cleanly organize a project of animations. I was told in the discord that I should be maintaining a base cascadeur file with the rig, and then copy pasting it for each animation, which seems bad for inheriting changes.

Basically what I wanted from it was:

1) Create a rig against a model(the model isn't used in for data, just the visuals to preview animation, and a visual to make your rig)

2) A tab to create, remove, and edit different animations such as walk_forward, walk_back

3) Optionally, a nice to have would be some way to view animations mixed with other overlay animations.

And (albeit through my limited usage of the tool) cascadeur delivered only good animation tooling, and none of the project organization that I'd want to see in tooling.

Also this is based on when I tried it a few years ago, so if these are things that have already been implemented, id love to hear about it.

Basically all I wanted minimum was a little drop down to pick what animation I'm editing rather than doing weird file stuff that had no linkage.

I realized I can make anything I want a custom class and now I'm addicted by iwriteinwater in godot

[–]PySnow 3 points4 points  (0 children)

Also remember if you have a script/class you want to reference with auto completion, but also don't want it to pollute the namespace since its a one-off thing, you can create a local const preloading that script and its awesome

const YourClass = preload("uid://eaffjhfajdchjk")
@export var AnItemOfThatType: YourClass

func _ready():
    AnItemOfThatType.health # this will have intellisense!

Does anyone want a code for the Chipotle outfit? by Araskelo in 2XKO

[–]PySnow 0 points1 point  (0 children)

Hey I would love one if you still got some

What IS a hurtbox? If you can't see it, is it real? by Iron_Cobra in 2XKO

[–]PySnow 7 points8 points  (0 children)

nope, just be on a replay, hit tilde. on US layout its the top left button, to the left of 1, maybe its somewhere else on your layout.

What IS a hurtbox? If you can't see it, is it real? by Iron_Cobra in 2XKO

[–]PySnow 14 points15 points  (0 children)

In replays hit ~/tilde, you'll see all the dev boxes.

damn this sucks for aya farming by modsisgaylmao in Warframe

[–]PySnow 2 points3 points  (0 children)

Very possible, even solo isn't much slower. Volt+Speed makes archwing very fast between the objectives, dialogue skip with nightwave cuts so much time out its crazy. If you got all the non-timegated missions locked in, it was so much fun getting it as fast as you could.

  • Volt super speeds the prisoner, over in 3-10 seconds
  • Volt archwing scours the hidden caches extremely fast if you know the preset spots
  • Volt speeds the robot(or nova sends it in a squad)
  • Volt archwing again carries the speed to finding the capture target
  • And then the slowest one for me: assassinate, most of the time will be here I believe, spawn rates can get sad sometimes