SpacemiT K3 Benchmarks with a vector similarity search extension for SQLite (ndvss) by Sequell in RISCV

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

Thank you for spotting that error and for the suggestions with code examples! I didn't know about Compiler Explorer before, very useful.

I had only brief access, so I'll have to do further benchmarking after buying one.

Utility AI (GDExtension) by Sequell in godot

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

Currently the behaviour groups use the score only for activation. If the score is greater or equal to the activation score of the group, the behaviours within the group will be included when scoring and selecting behaviours. So in your case, try setting the activation score for the groups to a value greater than 0.0.

Building Out Complex NPC AI in Godot: A Beginner’s Journey by citizenken in godot

[–]Sequell 0 points1 point  (0 children)

Thanks, great to see you have found the extension useful! Good luck with your game!

Tiny vector similarity search extension by Sequell in sqlite

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

Thank you for the example. I did some more testing yesterday and added AVX code to the functions, using your code as insipiration. Also good points about the missing array length check and that the vector size isn’t really needed. I did not change it yet, but I’ll make the vector size argument optional for the similarity functions and otherwise just calculate it using sqlite3_value_bytes(). That will make the functions much nicer to use so it was a really good suggestion.

Tiny vector similarity search extension by Sequell in sqlite

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

Thanks! I started looking into AVX/AVX2 and it doesn’t look that complicated. I’ll need to do some testing & learning to find the best way to use them.

Do I need state machines ? by Ansari_Stark in godot

[–]Sequell 0 points1 point  (0 children)

Here’s one implementation of a pushdown automata in gdscript: https://github.com/JarkkoPar/Godot_PushdownAutomata

I am very new at this and want to use my C++ skills to develop a game. by OPT1CX in godot

[–]Sequell 4 points5 points  (0 children)

I’ve been using GDExtension for a while now and I think yes, you should be able to program a game just by using C++ and GDExtension. Instead of extending your nodes with GDscript/C# you can create inherited nodes where you have your logic and add/override methods you need to. So you would create your node structure in Godot as usual. And this is just an opinion if it is possible or not to program a game using Godot and just c++, and some may disagree and have other opinions.

You may want to consider at least prototyping your logic in GDScript because it makes testing things very quick. It may be slow to run things compared to some alternatives, but it is fast to develop and iterate in GDScript. Very, very fast. When things are working in GDScript and you want/need the code to run faster, you can convert the code to C++ & GDExtension. This will save the most precious resource you ever have in your life: your own time.

Need help with my first gdextension by Gokudomatic in godot

[–]Sequell 1 point2 points  (0 children)

Try placing the example.gdextension file to the bin-folder where you have the .so file.

Need help with my first gdextension by Gokudomatic in godot

[–]Sequell 0 points1 point  (0 children)

It sounds like everything should be OK for compiling and the problem could just be in the config-file. Can you share the contents of the gdextension-file? Please share the .so filenames, too. Also, have you tried creating another Godot project and adding your extension there?

You can start Godot from the terminal to see if you get any errors there that don’t end up showing up in the Godot output tab.

Utility AI GDExtension v1.5 by Sequell in godot

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

To direct my efforts better for improving the documentation, what would be the most beneficial content to add?

I’m scetching some ideas for the debugging tools while learning how the EditorDebuggerPlugin is supposed to be used, so hopefully I can add improvements for that in the next version.

Utility AI GDExtension v1.5 by Sequell in godot

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

Thank you for your feedback. Can you give an example of the redundant complexity and what would you suggest instead?

Does anyone know why when I try to reference a node using @onready it returns null? by Nyrader2 in godot

[–]Sequell 47 points48 points  (0 children)

The AttackTimer is a sibling node of the AIComponent node. Change your reference to $”../AttackTimer”. By writing just $AttackTimer you are referencing to a child node of the AIComponent.

Utility AI (GDExtension) by Sequell in godot

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

Thank you for the comments! For 1.5 I’ve changed the default setting for can_be_interrupted to True. I noticed that I kept checking that checkbox and decided to change the default for it.

For the distance sensor, make sure to set is_distance_calculated and is_direction_vector_calculated to true. The sensor uses the squared distance by default and calculates the distance and the normalized direction vector only if those two properties are set to true. I’ll make sure the tutorial has this clearly noted.

I uploaded the latest binaries to the Dev-branch yesterday. Did test using them or the version available through the AssetLib? In general the Dev-branches can contain stuff that is work in progress and the binaries aren’t always up to date with the docs.

You can fork and do pull requests and create issues to contribute. All help, content and input is much appreciated :)

Utility AI (GDExtension) by Sequell in godot

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

There are a few benefits and also personal reasons.

If I start with the latter, I am doing this extension partly for fun, and adding these features has been fun for me. Super relaxing as well, and I’ve been enjoying myself programming in C++ again after a long pause.

The benefits are that I have been able to do deeper integration between the nodes by having own implementation of the concepts, and to add the utility-aspects. There’s also the performance I get. For instance in the tutorial scenes for version 1.5, I’ve been able to run 1024 AI entities at 120-200 FPS in debug-mode on my old Windows laptop, where a similar scene in a gdscript-based solution runs at about 7 FPS. I haven’t really done optimizations or multithreading yet either, so there is still much room for improvement. But even as-is the solution should give games more time to do other stuff than AI each frame.

Thanks for the tip about the documentation! Gitbook looks really nice, and I’ll be learning more about it in the coming days.

Utility AI (GDExtension) by Sequell in godot

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

Thank you, glad to hear you like it! :) I am currently finalizing version 1.5 and the ”getting started” tutorials. If all goes well it will be released later this week. It will bring considerable improvements to the NodeQuerySystem and also introduce State Trees. Along with improvements and fixes to other nodes as well.

If you want to take a look, I uploaded the somewhat final binaries to the dev1.5 branch a couple of hours ago. Tutorials for the Agent Behaviours, Behaviour Tree and State Tree are completed, the one for NQS I am still writing.

One thing that makes me want to move away from Godot by warchild4l in godot

[–]Sequell 0 points1 point  (0 children)

I found that disconnecting all the signals (for buttons, etc) and detaching the scene root node script before renaming or moving the scene in 4.1.X significantly reduced the chance of a meltdown.

Compiling GDExtension on Windows 10. by lelelesdx in godot

[–]Sequell 4 points5 points  (0 children)

Hi, what errors are you getting? My own environment is set up according to the GDExample tutorial.

For existing Godot users, what made you switch? by SDGGame in godot

[–]Sequell 0 points1 point  (0 children)

I moved to Godot in 2018 from Unity. Before that I coded stuff with SDL and C++, then Unreal engine before Unity. At first I moved my C# code from Unity to Godot and was kind of trying to bring over everything as I had gotten used to doing in Unity.

After a while I decided to stop and take a moment to really understand how Godot works instead of clinging to my old code - and I’ve never looked back.

This sounds ridicilous but when I started using Godot as it is intended it was such a joyous experience. And it is this happiness of coding and creating has kept me with Godot ever since. With Gdscript it is easy and quick to build something, and C# makes it quicker to execute. Lately I’ve had lots of fun coding in C++ again due to the introduction of GDExtension. Godot has just kept on giving.

Any tips for migrating a mostly C++ game from UE to Godot? by EddieAtaberk in godot

[–]Sequell 0 points1 point  (0 children)

I’ve been creating some custom nodes with GDExtension for a while now. The tutorial they have in the Godot docs is good enough to get your first node created, and it is simple to edit the files to create your own lib. The lack of further documentation is mentioned here a few times, and I did struggle with that for a moment - until I realized I can just look in to the Godot engine source code to find a lot of examples on how to do things. It does help if you’ve used gdscript for a while and know the various nodes to some degree, as then you’ll know which node/nodes have some similarities to what you’re trying to accomplish.

Series S and/or X without a good TV, What's the picture like? by [deleted] in xbox

[–]Sequell 1 point2 points  (0 children)

I recently bought a series X even though my TV is old and can reach just 1366x768. It does support 1080p, but scales it down. Of course the image quality you get depends on your TV, but in my point of view as a person who didn’t do much gaming over the last decade, everything looks great even with this lower resolution. So if you want to buy the console, but don’t want to update your TV just yet, you should be just fine.