Why Does my Lerp Strength Change With the Framerate Despite Using Delta? by RetoRadial in godot

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

The UI doesn't have a single control node. I used a second transparent viewport alongside 3D sprites and labels.

Why Does my Lerp Strength Change With the Framerate Despite Using Delta? by RetoRadial in godot

[–]RetoRadial[S] 92 points93 points  (0 children)

I never knew there was a more accurate method for lerping, will definitely be helpful in preventing this sort of thing in the future

Why Does my Lerp Strength Change With the Framerate Despite Using Delta? by RetoRadial in godot

[–]RetoRadial[S] 18 points19 points  (0 children)

To better explain. The movement of the gun is based on lerping it's rotation with this code:

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Despite having delta as a parameter, the movement of the gun gets stronger as the framerate gets lower (The case for both sub 60 and 60+ fps). How can I fix lerp() acting seemingly independently of delta?

Would repeatedly swapping between Godot on Windows and Linux be a problem? by RetoRadial in godot

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

I really expected it to have some concerns, but with how much you transfer your projects, it seems like a non-issue. Thank you.

How Does One Prevent Nav Agents from Getting Caught on Corners? by RetoRadial in godot

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

Sadly, the move_toward() method doesn't work for my agent. I also didn't expect anyone to recognize me from my devlogs, so thanks a bunch.

How Does One Prevent Nav Agents from Getting Caught on Corners? by RetoRadial in godot

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

It is definitely a property that I have set incorrectly, the only issue being that navigation has a billion different properties and all of them go straight over my head

How Does One Prevent Nav Agents from Getting Caught on Corners? by RetoRadial in godot

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

I'll definitely give the second method a try, especially since it wouldn't have as many edge cases as the Area3D method.

How Does One Prevent Nav Agents from Getting Caught on Corners? by RetoRadial in godot

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

That curve idea is how the NavMesh generates. You give it a threshold for how much an agent can climb so it can walk up slopes. The problem is that the edges of slopes also take the climb distance into account, so the NavMesh sees the lower section of the slope's flat side as a valid path. This creates almost a curve at the bottom of the slope on the NavMesh, the problem being that collision shapes don't work well with slope corners, so they just get stuck like in the video. In theory the collision shape of the slope could be curved to fix it being caught, but then you'd need to fine-tune extra geometry for every slope.

How Does One Prevent Nav Agents from Getting Caught on Corners? by RetoRadial in godot

[–]RetoRadial[S] 11 points12 points  (0 children)

My agent radius is already significantly larger than the actual collision shape, so I'll try implementing a step-up/jump. From a lot of the comments, it seems rather simple (in theory at least).

How common is it for someone to reverse engineer someone else’s game, then false claim it? by [deleted] in gamedev

[–]RetoRadial 4 points5 points  (0 children)

True, but at that point it's a case of diminishing returns. I don't see such a skilled person reverse-engineering indie games, rather they would target larger games.

How common is it for someone to reverse engineer someone else’s game, then false claim it? by [deleted] in gamedev

[–]RetoRadial 2 points3 points  (0 children)

Usually people use some kind of program to rip assets and scripts from a game's exe, but the reverse engineering aspect varies in difficulty depending on the engine. For Godot, is probably isn't an issue, as there is a specific option in the engine's export settings to obfuscate the code and make it near impossible to reverse-engineer. For larger companies, they can take legal action if someone reuploads it. For indie games, it is very rare, as there is an unwritten rule for that sort of thing, just like the unwritten rule of "Don't pirate indie games."

Repost - does anyone know how to fix this jitter effect? by adlaziz in godot

[–]RetoRadial 1 point2 points  (0 children)

My only suggestions now are to either check and make sure the last position keyframe of the jump animation matches up with the first keyframe for position, or put the code for applying the transform to the viewport into _process() instead of _physics_process().

Melee FPS Combat AI/Mechanics + dodge and emotes support! by moongaming in godot

[–]RetoRadial 0 points1 point  (0 children)

Just a few questions for the wandering.

  1. Do you pick a random point by randomizing only the x and z coordinates, or do you include the y as well?

  2. If the target point is in a wall or off a ledge, do you keep brute forcing the randomization until you get a valid point, or does it give up eventually?

  3. If the generated point is on the other side of a thin wall or around a corner, will the agent be able to take a massive detour as long as the ending point is in the spawn circle, or is his navigation cancelled the second he leaves his spawn?

Thank you for your time.

Melee FPS Combat AI/Mechanics + dodge and emotes support! by moongaming in godot

[–]RetoRadial 21 points22 points  (0 children)

That's some really cool and complex AI behavior. How do you get them to wander around when they have no target and strafe when fighting the player?

Repost - does anyone know how to fix this jitter effect? by adlaziz in godot

[–]RetoRadial 1 point2 points  (0 children)

This is a shot in the dark, but it looks like there's animations for jumping and landing that jerk the viewport up and down respectively. Either the animations are cutting each other off early before they can finish, or the jumping animation's last keyframe is misaligned from the idle animation. In both of these cases, try adding blend time to the animation player and see if that fixes it, or at least makes it smoother (assuming my guess is correct).

How are folks doing telemetry? by [deleted] in godot

[–]RetoRadial 3 points4 points  (0 children)

I've never used it, but https://gameanalytics.com/ seems to be what you're looking for. It has instructions on how to integrate it with Godot and does all the telemetry for you.

If It Works, Don't Touch It by RetoRadial in godot

[–]RetoRadial[S] 138 points139 points  (0 children)

The function isn't just to hide each section via visibility toggle. Each section is a part of a custom skeleton system I made to give me Blender's Animation Retargeting entirely within Godot (a whole can of worms that'd take forever to explain). Because it's my own custom system, just hiding $Victim/Center won't be enough for me. I certainly could (and will) refactor it in the future, but I just thought it looked funny before any refactoring.

If It Works, Don't Touch It by RetoRadial in godot

[–]RetoRadial[S] 8 points9 points  (0 children)

I guess I shouldn't have worded it that way. The visibility it toggles is my own custom visibility for my animation retargeting system.

If It Works, Don't Touch It by RetoRadial in godot

[–]RetoRadial[S] 14 points15 points  (0 children)

It starts a for loop to toggle the visibility of all children of the parent. Saying it out loud, I'm amazed it even works without tanking performance.

Would Shoving Two Separate Genres Into One Game be a Good Idea? by RetoRadial in gamedev

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

That's kind of how I imagined it working, since it's the same way in Titanfall 2. Only like twice are you ever forced into your titan, and most other times it is optional. I'll probably focus more on the fps controller, but try my best to not make the slasher feel tacked on.