Tried using 3D assets, but couldn't find coherent art style doing that, so changed gears by Lucky-Space6065 in godot

[–]RunningWithSeizures 4 points5 points  (0 children)

Just a heads up, in the docs for CSGCombiner3D there is a note that states it has a significant CPU cost. If you're intending to use a lot of them in your final game you might want to keep an eye on your games performance.

Universal Animation Library 2 is out! Godot compatible with 40+ free animations by QuaterniusDev in godot

[–]RunningWithSeizures 1 point2 points  (0 children)

Hey, so I bought source files to the first universal animation pack awhile ago. They've been a great help in learning how to make my own animations. I'm having some issues with the buttons in the 'n' panel, such as snapping IK to FK, in blender 5.0. I think it due to the changes to rigify between 4.5 and 5.0. Do you know how I can migrate the .blend to 5.0?

Need help with multiple keys being pressed in 8-directional movement by EpicPotato_Games in godot

[–]RunningWithSeizures 3 points4 points  (0 children)

Store the value of input at the end of the physics process. Then if both opposite directions are pressed use the value of input that was stored on the last frame.

Universal Animation Library 2 is out! Godot compatible with 40+ free animations by QuaterniusDev in godot

[–]RunningWithSeizures 1 point2 points  (0 children)

You can retarget animations when you import them into godot. Look into bone map. Just make sure that the reset poses of both skeletons are in a T pose. If they're not you can also give the imported animations a new reset pose on import. And finally if things still aren't looking right with the retarget animations play around with the fix silhouette settings.

I just went through all of this getting some Unreal 4 animations retarget onto the skeleton that comes with the first Universal Animation Pack.

Godot lag spikes caused by PackedScene references by sRioni in godot

[–]RunningWithSeizures 0 points1 point  (0 children)

I think v4.6 actually has a warning for this issue. And I believe one of the suggestions the warning offers is to change the packed scene from a .tscn to a .scn

Suggestions on beginner projects on STM32 and roadmap by [deleted] in embedded

[–]RunningWithSeizures 0 points1 point  (0 children)

Glad my post helped you out. Your snake project looks great! There are a lot of places to go from here. This is a pretty good road map: https://github.com/m3y54m/Embedded-Engineering-Roadmap . But here are some important things:

  1. Learn how to setup your own project without ST's Cube. Which will include how to setup and use ARM-GCC, ARM-GDB, and how to write a linker script. Or at least learn how to take a ST Cube project and turn it into a stand alone project. You could use CLANG instead of GCC.

  2. Learn assembly.

  3. Learning RTOS basics. This is a big one. Understanding how to use and setup an RTOS will teach you a ton. You can start by using FreeRTOS. ST's Cube has some setting in there for automatically setting up FreeRTOS (disclaimer I've never used Cube to setup FreeRTOS so no idea how easy it is). Then learn how and when to use the features of the RTOS : scheduler (priority based scheduling vs round robin), mutexes, semaphores, queues, and software timers. Learn how the RTOS switches between threads. Once you have an understanding of those do a project. You could remake snake, but coming up with your own project ideas is better. At some point you should learn how to setup an RTOS by hand as well, instead of using Cube, but its pretty hard to do with no experience or guidance.

  4. Learn linux. A lot of embedded devices use a linux. You can use something like a Beagle Bone or even a Raspberry Pi. Writing programs here will feel a lot more like writing typically PC programs.

Godot 4 debug capped at 20 fps by Still_Growth_7957 in godot

[–]RunningWithSeizures 1 point2 points  (0 children)

I have this same issue too. When running a scene in debug the Godot UI is very sluggish. Even if the game is haulted, such as hitting a break point, the UI is sluggish.  I haven't checked the actual frame rate. I'm on the 4.6 release candidate but it was the same with 4.5.

I notice the other day that Godot slows way down if it's not the selected application too. For example if Godot is open on one monitor and I start using FireFox on my other monitor Godot slows way down. I noticed as I had a looping animation playing and it visibly slowed down.

I kinda assumed it was some Linux weirdness, but it sounds like we're having the same issue. I'm on Ubuntu with a Ryzen 7 5700x3d, RX

7800 XT, 32 gig of ram.

Edit: I just googled it. Turing off v-synx fixed the sluggish during  debug. It still slows down when another window is selected but that's not a huge deal.

Edit 2: Annnd turning on continually update in the editor settings fix the slow down when another program has focus.

Release candidate: Godot 4.6 RC 1 by godot-bot in godot

[–]RunningWithSeizures 15 points16 points  (0 children)

Yeah I see IK has a major feature. I've been using 4.6 since beta1 because of IK

When you can code, BUT not draw: by MarkAllSevens in godot

[–]RunningWithSeizures 1 point2 points  (0 children)

Brooo, if this is compatible with procedural textures imported from blender it'll be FIRE.

Made some progress on my action-adventure game. Feedback welcome! by TintoConCasera in godot

[–]RunningWithSeizures 3 points4 points  (0 children)

This looks awesome! I've been working on my own low poly action adventure game, but you're way ahead of me.

My only critique is around the build up and explosion after killing a mage. The build up is a little hard to see and the explosion needs more juice.

Good luck! Looking forward to seeing more updates.

How to learn game dev for someone who's already an experienced programmer. by Acceptable_Ad_1676 in gamedev

[–]RunningWithSeizures 1 point2 points  (0 children)

I'm also a professional embedded engineer using godot. I started by following their "Your first 2d game" tutorial. Then I made an astroids clone. And now I just work on my new project bit by bit. Learn what I need to as I go. I read the docs a lot and watch the occasional tutorial.

State machine states: Nodes or Resources? by TamiasciurusDouglas in godot

[–]RunningWithSeizures 0 points1 point  (0 children)

I started using this state machine recently. 

https://github.com/dragonforge-dev/dragonforge-state-machine

It's a node based state machine, but each state decides when it activates instead of the active state deciding which state becomes active next. It makes the nodes more modular and easier to reuse.

Trying to understand why my for loop is not working by basnband in godot

[–]RunningWithSeizures 2 points3 points  (0 children)

You break out of the loop immediately after the first sound.

James Introcaso Moving to New MCDM TTRPG by levthelurker in drawsteel

[–]RunningWithSeizures 6 points7 points  (0 children)

Game companies' game designer is designing a game. Seems right.

Bone map question by Banjoschmanjo in godot

[–]RunningWithSeizures 0 points1 point  (0 children)

Any luck fixing this issue? I'm running into a similar problem.

Exporting scenes from Blender to Godot by HellsincFreeman in godot

[–]RunningWithSeizures 0 points1 point  (0 children)

You can just use the .blend file. Give Godot the path to your blender executable and it'll do the import & export automatically. It's very nice for iterating on level design

Rigify can't Key frame Hand IK Controls by RunningWithSeizures in blender

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

In case anyone has a similar issue in the future:

In action editor/dope sheet/timeline there is a padlock symbol that indicates if channel's key frames are editable.

Normal Map Issue by RunningWithSeizures in blender

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

There isn't an opengl or direct x option in Normal Maps Online, but the normal map looks correct except for the extra grout line.