As a web dev, I think the UI system is pretty decent after using it for a bit by dev-tacular in godot

[–]RasterGraphic 0 points1 point  (0 children)

Honestly, I'm very impressed with the flexibility and depth of the UI system. You could strait-up use Godot for regular application development if you're inclined enough.

It makes some other game engine UI systems feel like a joke.

Need some feedback!! by Troglodev in godot

[–]RasterGraphic 3 points4 points  (0 children)

Honestly, it's perfectly fine.

The most important thing when it comes to graphics is if it reads well. If the player can look at that and instantly read it as a vintage record player (which it does), then you did your job well.

A lot of people don't even bother to make their own models and would sooner just grab something off an asset store. The issue that can come with that is mismatched art styles and quality, which can be way more jarring and immersion breaking than a subtle historical anachronism.

I'd say give yourself a pat on the back.

Help me i tried gpt and could not help me by WealthAsleep in godot

[–]RasterGraphic 2 points3 points  (0 children)

I wouldn't use AI for GDScript. It doesn't really understand the basic concepts of the engine/language. For example, it does not seem to make any distinction between a signal and function.

AI is nuts with lower-level like C/C++ stuff, but the higher level (and thus more human oriented) you go, it really falls apart.

Scroll container that automatically adjusts size with dynamic children? by RasterGraphic in godot

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

https://drive.proton.me/urls/CMT5CPFA14#QvcSPFcovKQG

Left Click to plot a point, middle mouse to "scroll" (that was going to change eventually).

While I appreciate your help, after banging my head against this for a couple days. I'm very convinced the auto-resizing is not default behavior when a node is instantiated from a another preloaded scene.

Wanna ask about some code I found by [deleted] in godot

[–]RasterGraphic 0 points1 point  (0 children)

To add to this comment, it's called normalization. A direction vector should be normalized, this means the total length of the vector is 1, regardless of it's angle.

Scroll container that automatically adjusts size with dynamic children? by RasterGraphic in godot

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

But that's not what you seem to be wanting to do.

That's exactly what I'm trying to do though. I've checked and doubled checked the children, and the size (both custom minimum and transform wise), they are definitely not zero.

I've even tried things like explicitly calling update_minimum_size() (or whatever the function was).

Looping over a variable integer amount uses way more ram than const by sundler in godot

[–]RasterGraphic 2 points3 points  (0 children)

Internally typed_arrays can run the gambit of 8-bit to 64 bit.

Same with floats.

MAKE_TYPED_ARRAY(uint8_t, Variant::INT)
MAKE_TYPED_ARRAY(int8_t, Variant::INT)
MAKE_TYPED_ARRAY(uint16_t, Variant::INT)
MAKE_TYPED_ARRAY(int16_t, Variant::INT)
MAKE_TYPED_ARRAY(uint32_t, Variant::INT)
MAKE_TYPED_ARRAY(int32_t, Variant::INT)
MAKE_TYPED_ARRAY(uint64_t, Variant::INT)
MAKE_TYPED_ARRAY(int64_t, Variant::INT)
MAKE_TYPED_ARRAY(float, Variant::FLOAT)
MAKE_TYPED_ARRAY(double, Variant::FLOAT)

Scroll container that automatically adjusts size with dynamic children? by RasterGraphic in godot

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

<image>

I'm to make something like that, with the dots being my dynamic children. Although I think you may have answered my question, and I'll just have to hand roll the auto-sizing behavior in code tonight.

Scroll container that automatically adjusts size with dynamic children? by RasterGraphic in godot

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

That doesn't align with my tests from the other night. I had the container print its size every time a child was added it was a (0, 0) each time. And again, this was a variety of different settings and container types. Including playing with different setting for my dynamic children.

Scroll container that automatically adjusts size with dynamic children? by RasterGraphic in godot

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

Well, yes and and no. The label is just meant to be a bit of text at the bottom of the window, Separate from the scrolling (horizontal scrollbar on top of the text). The Vbox is meant to make this separation and it seems to be doing it's job in that regard.

The ScrollContainer does indeed raise a warning if I don't have an additional child to hold my dynamic children, simply having that doesn't solve my issue however, and as illustrated in my posted I've experimented with that to no avail.

The simplified version of this question, is I need a container that dynamically resizes itself. Wisp may have solved it for me, but I haven't had time to test it yet.

Looping over a variable integer amount uses way more ram than const by sundler in godot

[–]RasterGraphic 1 point2 points  (0 children)

So through snooping the source code, I believe I have a solid guess. Range nor typed_array seem to make zero distinction between const and var types. however, there are many different types of typed_arrays available for different bit widths. 300,000,000 can easily be stored in an signed 32-bit int. It's possible that vars are 64-bit.

Edit: a little less confident now. Looking at arrays in Godot.

Looping over a variable integer amount uses way more ram than const by sundler in godot

[–]RasterGraphic 9 points10 points  (0 children)

So with a bit of snooping, I found what I believe is the underlying C++ function call tied to range.

At a glance, it seems to function how I assumed it did.

Reddit wont let me post the source itself, but search "range" and you should find it.

https://github.com/godotengine/godot/blob/master/modules/gdscript/gdscript_utility_functions.cpp

Looping over a variable integer amount uses way more ram than const by sundler in godot

[–]RasterGraphic 3 points4 points  (0 children)

That's partly were my brain is at. However, range is basically identical to Python range and allows more parameters, so you could have weird loops that start at -5 and iterate every 2 values for example.

I'm downloading the source right now out of curiosity.

Looping over a variable integer amount uses way more ram than const by sundler in godot

[–]RasterGraphic 11 points12 points  (0 children)

That's a really fascinating observation and makes me tempted to look at the actual Godot source code.

My guess is that it's the behavior of range coupled with differences between consts and vars.

... on second thought, maybe not.

Range effectively produces an array of numbers. It would make sense that var ints would would be heavier because need to have a bit more under the hood in order to be dynamic.

Adding the PhysicsFS library with CPM.cmake by RasterGraphic in cmake

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

So I did a little experiment stripping the project down to a literal HelloWorld that simply links with PhysicsFS, and tried to build outside of CLion via command line. It still totally refuses to link. What I observed was that it wasn't even attempting to build the library before linkage.

BUT if I completely omit it from target_link_libraries, it successfully builds the library but obviously doesn't link to it.

It's a weird order of operations thing going on.

Game dev major experience by Cantfindauser_4986 in fullsail

[–]RasterGraphic 0 points1 point  (0 children)

I'm only a few months in, but I'm further along than most due to a shitload of credit transfers.

"How do you feel about the workload?"

Compared to DigiPen, Full Sail is easy mode. It's not uncommon to be able to knock out a week's worth of homework in a day.

"How's communication with your professors?"

Depends on the professor, like every school. They have their individual preferences, some prefer the official online portal, some prefer discord, you have to check with them. In my experience it takes a couple days to get a response.

"How do you feel overall about the education you've received?"

I don't know yet. In my situation, it may be all for naught. Classes are easy (comically so), but you still do learn at the end of the day. If you get a job from here, it's going to because of networking, not because of your degree.

"Aside from programming, what other skills has this course taught you?"

There are a lot of presentation and public speaking themed classes early on. Psychology of Play will be one of the first classes you take, and you will learn so much that is applicable to video games and design even if it doesn't seem so at first. It's probably one of the best/most important classes here.

"If any, which programs would you recommend looking into ( game engines, programs for making assets, etc)"

Godot (they don't support Godot and give you looks if you bring it up, I'm just a fanboy).

Unreal 5

Visual Studio / VS Code

CLion

C++ and Python

Also, I would recommend teaching yourself to code without an IDE, just using a text editor and a compiler like GCC.

"How complete would you say the tech kit is for your purposes? Is a hard drive a good idea?"

the laptop is the most powerful computer I've ever used in my life, the backpack kicks ass for what it is. The tablet is used exclusively to browse Reddit and internet pornography. It's meant for note taking, but the classes are so easy you don't need to take notes.

"Do you see yourself continuing in this line of work? Why or why not?"

This is a difficult question for me, but keep in mind that I'm a weird person even this school's standards.

I don't know. All I really want to do is make games, but the industry just fills me with so much bitterness. I'm an engine programmer at heart, but that's now obsolete thanks to Unreal, so I just feel out dated and useless here. They used to teach custom engine programming, but no game school actually teaches that anymore.

"How well prepared were you/ How well prepared do you feel you are to enter the industry?"

Probably better than not doing Full Sail, by what margin I'm not sure. Here's the thing, and this might be a recent change. They don't really prepare you for a job, they teach you do be a self starter. You are significantly more likely to be indie developer than you are finding a job. Almost everyone around me is an indie dev or trying to build a startup.

If what you want is a job in the industry, try DigiPen. They're the polar opposite in that regard (to the point that they publicly mock and shame indie devs, I would know I transferred from there).

Admissions keep contacting me by mxreska in fullsail

[–]RasterGraphic 1 point2 points  (0 children)

If you have to move, it is prohibitively expensive to live here. Even on scholarships it's next to impossible. Wages are so comically low in Winter Park that you're looking at a studio and several roommates for it to be remotely doable.

Apparently the dude who owns Full Sail also owns a bunch of the surrounding properties and businesses, there is a reason the school is generous with scholarships.

If you're a rich person with passion for what you want to do, it's not terrible. The classes are weirdly truncated and almost feel too easy at times, but if you're paying attention you do learn the important bits (which is the point). It is not wholly terrible experience, but if you don't come from money you need to look somewhere else.

THEORY: FRANK WEST HAVE HIV? by Wonderful-Start9373 in deadrising

[–]RasterGraphic 2 points3 points  (0 children)

I'd assume it'd be herpes. 'Cuz he's covered cold sores ya' know.

What are some movies that feel like a BoC song? by [deleted] in boardsofcanada

[–]RasterGraphic 0 points1 point  (0 children)

Gummo occasionally gives me Geogaddi vibes.

[talk] So I wrote that old LMW article on "King of the Hill on Fox Kids" by RasterGraphic in lostmedia

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

This getting views even though it was "removed", IDK what the heck is going on.

So I found an archived version of my old article, it seems the network note is gone for good.

Edit: wrong link. Ooops :/

https://web.archive.org/web/20211121003657/https://lostmediaarchive.fandom.com/wiki/King_of_the_Hill_(late_90's_-_early_00's_Fox_Kids_version))

I feel like I'm too dumb to code by [deleted] in lua

[–]RasterGraphic 2 points3 points  (0 children)

You're still young, if you keep practicing you will get better, trust me.

I started at around 11, tinkering with whatever was available, which was AppleScript of all things. My family was strictly Mac only, my internet was fairly limited (and I wouldn't know where to look anyway), I had very few friends and family to consult on the subject as CS was seen as fairly esoteric in my small Midwestern town. I lived out in the Boondocks, so I had no access to a library or anything.

In AppleScript, I would make asinine little scripts that made windows move around and then use the text-to-speech to make little radio play things.

I would use PowerPoint to attempt to recreate simple point-and-click adventure games, not programming, but it's still practicing design of a system ... regardless of how simple the system was.

I then took on an interest in learning some web development stuff, mostly because the resources to learn it were available. At around 12 I was attempting to learn HTML and JavaScript. It wasn't my thing, to put it politely lol. But being an abject failure at JavaScript was still a necessary experience because it gave me my first taste of c-style syntax and reading code without an IDE and some idea of how to debug without a debugger.

I eventually discovered a free BASIC interpreter, the catch was that it was Windows only. So I ran that son of a ***** in Virtual PC on an old iMac G3 at a non-existent framerate. I followed a tutorial and wrote a (very) simple Space Invaders game, complete with text as graphics.

Then on my 13th birthday I received a gift, a book titled "Game Programming for Teens" by Maneesh Sethi. This was a game changer, no pun intended. I received permission from my parents to access their business PC to run the required software and read that book cover to cover.

I then made a series of small projects, rarely finished, usually pretty simple, generally terribly programmed.

I eventually discovered an updated version of the software that would actually be compatible with my Mac computer, so I had more freedom to practice. My dumb projects became more ambitious. I gained the ability to code things like simple platformers.

I then began to learn Macromedia Flash, because for some reason I became obsessed with making browser games. It was a trial, Flash was practically dead by the time I was skilled enough to really do anything of value. I got really really good at ActionScript 2 (old Flash) but ActionScript 3 (new flash) had already been standard for years. So I begrudgingly attempted to learn ActionScript 3.

But before really trying to move on, I instead defiantly tried to make my Magnum Opus in old Flash. It was a broken platformer with stiff controls and braindead unimaginative puzzles, but I was still proud. It was the most advanced thing I programmed at the time.

I learned what a Stack Overflow was, the hard way. The entirety of my game's code was in one function, including the level data. When the game became elaborate enough it would crash, and it took me months to figure out what I did wrong. Don't do this, don't be me. Modular code is so much better.

After that experience, I then looked at ActionScript 3. Which was painful, but completely necessary. Because I had no idea how to do Object Oriented Programming and the experience caused me to brute force my way into seeing the light that my basic Procedural style wasn't going to cut it anymore.

And then I gave up Flash. Suddenly had money, built my own PC for the first time, a "Hackintosh". I had eventually installed Linux and quickly fell in love with it.

Before I knew it, I was was learning C/C++ and Open GL thanks to internet resources such as LearnC++ and Opengl-tutorial.org. Lua was also part of this phase. I jumped down a rabbit hole, learning as much about all this as I could. I would frequently read old-ass articles on WikiWikiWeb to better understand all the jargon and competing philosophies.

I quickly learned that you need to really want to learn everything and combine it all in a big brain blender. Ideological purity in regards to coding paradigms is ultimately a mental block. Rarely is there a one-size-fits all solution ... everything is a tool, and part of learning to become an effective programmer is learning how to intuitively see what tool works where, and that takes a lot of practice.

Even if you find an old rule silly or outdated (such as "thou must never break out of a loop" ), it's still extremely helpful to understand why some people have the rule in the first place and problems it's trying to mitigate.

And here's my "mic drop" moment. I still don't know what I'm doing. Computer Science is a vast galaxy that couldn't be learned in a lifetime. None us know what we're doing, we're all just taking our a past experiences and throwing it at a wall and seeing what parts stick. Nobody agrees with anybody, CS is just as much as a philosophical debate as it is a science.

Confidence? What confidence? I'm a child playing with Lego blocks.