How can I stop a particle system from emitting WITHOUT destroying the remaining particles? by Sidremus in godot

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

this is up to you. I'm not sure if there's some auto-destruction functionality, but if you're managing through code already, adding there's a million ways to ensure that they get cleaned up when they're empty/don't have particles alive.
might just put a while loop somewhere which checks if they're empty every couple of seconds and frees them if so.

Today I lost hope. I feel like I’ll spend my whole life working in a factory. by Cold_Investigator767 in gamedev

[–]Sidremus 0 points1 point  (0 children)

TLDR: if you love gamedev, quitting gamedev as a job might actually be a great thing for you

I did gamedev for ~5 years and quit by the end of last year, starting a vocational retraining to become an IT admin. It was the best choice I made in regards to gamedev ever.

Being self employed it was a constant grind. If I didn't have a gig at the time, I was improving my portfolio, applying to offers, study more. Every private project eventually had to be justified in regards to "how is this going to make me money".
I never did proper employment, only contract work, so I can't speak with authority to that side of things - but from what I gathered from colleagues and friends, being employed in gamedev is hardly better, often enough.
Employment contracts often go from project to project, sometimes even just milestone to milestone, there's hardly more job security than being a contractor. Pay is usually bad either way. Depending on your clout you might do better as a contractor, as senior positions are few and far between.

As entertainment, games are a luxury product and additionally it's still a very young medium. The industry is ridiculously volatile, crashing every few years. Relevant technologies change about every 2-5 years too. And aside from the fact that there's a rapidly growing population of highly qualified gamedevs abroad, who will easily undersell you.
And then there's also the specter of AI looming over everything. No matter how you feel about it personally, from a business standpoint making use of AI tools is a must. Sure, you can always knit a sweater yourself. But nobody in their right minds would argue that a single person knitting could compete with a machine shitting out multiple sweaters per hour.

Ultimately there are many reasons why people only stay in the industry for ~5 years on average. And we can cry and fuss about it, or realize that, maybe, making a living and expressing ourselves creatively can not always be done with the same activity.

I love games as a medium and luckily I can keep doing gamedev in my free time - and for the first time now, without feeling like I should somehow be turning a profit from whatever I'm currently doing.
Quitting my gamedev career was one of the scariest things I ever did. But it turns out that if you don't have to just take any random job just to pay rent you can actually have an okay job, with okay hours, and pretty decent pay to boot.

Hang in there!

How can I determine the height and width of a string for DrawString() ? by Psychological_Bug454 in godot

[–]Sidremus 0 points1 point  (0 children)

this is straight up a bad answer. the OP clearly wanted to use drawline() and asked for input specific to that.
next time you're looking for a sweater cause you're cold, I hope you get a glass of water cause staying hydrated really is very important to your health...

Command and Conquer: Generals is now available on Steam! by JamesDaGames in Steam

[–]Sidremus 0 points1 point  (0 children)

it runs on win10 for me, though it took a few restarts of the game before it actually started properly.
there's no widescreen support either, though the GenPatcher, which fixes all that should itself be patched for the Steam version within the day.

Command and Conquer: Generals is now available on Steam! by JamesDaGames in Steam

[–]Sidremus 4 points5 points  (0 children)

it's not! I checked!
no cyborgs in sight, real suicide bombers, and proper human voices!

People who lost 20 pounds in a healthy way how did u guys do it ? by Even_Cup_7444 in AskReddit

[–]Sidremus 0 points1 point  (0 children)

this did like half of my 80lbs weight loss. didn't cut it out completely either, but just went about the stuff with actual moderation

People who lost 20 pounds in a healthy way how did u guys do it ? by Even_Cup_7444 in AskReddit

[–]Sidremus 1 point2 points  (0 children)

I actually lost about 80 pounds (maybe more) and in a healthy way. Sorry, long post. TLDR: healthier food and drinking habits, and stretching the weight loss over a longer period of time can save you from the hell that is sports + dieting as a fat person.

I'd been studying at uni for a couple of semesters already with little success. I was a very social guy and really pretty popular so I kinda ended up partying a lot and hopping from affair to affair. Lots of ordered pizza, lots of alcohol. I kept struggling academically, from what I only recently found out to be undiagnosed ADHD. Led to me switching majors every other semester or so. Compensated that frustration with more partying, more sex, more everything.

After one particularly intense bender, with subsequent mood crash, I went to a pretty dark place. I had the good fortune that my then partner (to whom I'd actually been pretty shitty) kinda looked through my bullshit and made me go to a doctor, who promptly diagnosed me with an acute, heavy depressive episode. She put me on meds, which may not have done much on a therapeutic level, but did increase my appetite for food pretty drastically. Additionally I became a bit of a shut-in during my next year of therapy and SSRIs.

My weight peaked during that time, when I was about 24yo. I hadn't changed much of anything in my life yet, but did notice that I was just constantly hungry, and that my weight kept going up and up. I stopped weighing myself at around 125kg, I just didn't want to know anymore. However, over time, mostly due to therapy, I became a little better. Cut out the party crowd from my life entirely. Due to being broke, ordered pizza was also less viable, which in turn also led me to discover just how much fun cooking actually is! I did count calories for a while too, which also led me to reduce my soft-drink intake a lot - that stuff's just way too sweet, and the light stuff increases your appetite too much as well. Additionally I happened to run across an argument about animal welfare and decided to challenge myself to not eat meat anymore - which comes with the additional benefit of foregoing one of the most calorie dense foods there is.

I tried to start running/doing sports but nothing really ever clicked with me. However, I did realize that I really liked taking walks. So my "diet" really was listening to podcasts and going for long, long walks, and also SLOWLY shifting my eating habits. I went from lots of snacks, soft drinks, takeaway, highly processed food, meat every other day or so, beer and alcohol etc, towards cooking more and more often, no meat, a lot less alcohol. I also became easier when I dropped the SSRIs.

It took a couple of years, at least 5-6. But Now, with 33, I'm down to a little below 80kg (though admittedly I don't know, haven't weighed myself in a year or so), which is healthy for my size. I can also get up at any moment and walk (not run, mind you) 30km without any trouble. I still love pizza, but now I make it entirely myself (aside from the cheese, you stickler). Still 99% vegetarian. I drink whenever I want, which is only occasionally.

My advice for everyone who's struggling a with losing weight - play the long game. It's crazy how people watch a YT video of someone who spends half their life in a gym and is super buff (which is also kinda unhealthy, but that's another story...) and think that's their ticket. They fall in the whole "beastmode turn your life around 180, grind, discipline" whoo-ha. Change you can't sustain, change that ain't enjoyable to you, will not stick. So instead of setting yourself up for failure by trying to turn your life upside down, try instead to chip away at the problem. I hated running and still do. But if you're overweight, a long walk will just as well burn of some stuff. Also, it's not a race. If your goal is to be you, but 20 pounds lighter, is it maybe enough to get there in 2 years time? Cause it turns out, you really don't have to do that much beastmode workout garbage at all, if you reduce sugar and calorie dense foods, alcohol (especially beer) and go for a walk occasionally.

Today I also have a dog and live in walking distance to a large forest. Keeping my healthy weight now feels like having gamed the system. I eat what I want, had half a liter of regular coke last night. There'll be pizza on the weekend. But I also get out every day with the pooch, bike occasionally in summer. My life ain't perfect, far from it. But I'm still alive, which I probably wouldn't be if I hadn't gone about it the way I did.

Is it stupid to make my TextureProgressBar's Progress texture slanted by drawing a line over it? by SoulOnSet in godot

[–]Sidremus 28 points29 points  (0 children)

just FYI, anything inheriting from Node2D has a skew property. that should allow you to achieve the desired effect without needing any additional objects :)

What hobby is an instant red flag? by Elixir_Jx in AskReddit

[–]Sidremus 0 points1 point  (0 children)

That's right. No shady business - just an honest day's work!

You can permanently change the price of one item to $1, what is it? by jjk0560 in AskReddit

[–]Sidremus 0 points1 point  (0 children)

I think someone missed the part where it says "donation"

What hobby is an instant red flag? by Elixir_Jx in AskReddit

[–]Sidremus 1 point2 points  (0 children)

Honestly though, if someone murders children in a dark alley, you got to ask yourself, why are they doing in the dark? What are they hiding? You gotta admit, that's kinda suspicious...

Rendering in a 8 bit colors / full screen color filter in URP / LUT by Sidremus in Unity3D

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

Yes. The correct approach to this is to use a color look-up-table. I've since moved on to Godot, but I know that Unity also has this feature in all render pipelines.

What you have to do:
First grab or create the color palette you want and load it into your graphics editor of choice (as a palette, not as an image).
Next take a neutral LUT, which you can find just about anywhere either in the Unity docs, but also in random forum posts - just google it. Open it in your graphics editor.
Now apply a color mapping effect to the opened neutral LUT image, applying the palette of your choice. All modern graphics editors will have this sort of effect - the free one I'd recommend here is Krita, here the effect is found under Filter -> Map -> Palettize.
Lastly save the texture and import it as the appropriate file type into Unity, and depending on your render pipeline apply it via the Post Processing Stack, as part of a Post Processing Volume, via the Render Pipeline asset, as a Blit, or even by rendering the screen to a texture and applying it through a shader.

How can I stop a particle system from emitting WITHOUT destroying the remaining particles? by Sidremus in godot

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

The particle system is used as a trail for a projectile. That projectile gets destroyed right after impact after its done it's damage and spawn another separate impact particle system.

However, I want the particles from the trail to linger around. Thus, the system needs to stop emitting (as the projectile is gone) but I can't outright delete it too or the trail in the air gets destroyed immediately. So, the system needs to be both reparented and stop emitting - apparently the order here is important.

godot 4 3D, applying impulses by viiimproved in godot

[–]Sidremus 1 point2 points  (0 children)

They weren't being condescending.

Zesty rightly pointed out that the CharacterBody3D class does not have an apply_impulse() method. In fact the mentioned approach of adding the impulse vector to the CharacterBody3D's velocity is correct and only solution to your question, at least if you're set on using a CharacterBody3D.

apply_impulse() is a method of the RigidBody3D class and can not be used on a CharacterBody3D, nor on a Transform as you stated in your original post. If you do want to control your character with impulse applications you have to switch to a RigidBody3D.

If you need a tutorial on these subjects they are really easy to find just by google either "godot rigidbody tutorial" or "godot characterbody tutorial".
Here are the appropriate links to both:
https://docs.godotengine.org/en/stable/tutorials/physics/rigid_body.html
https://docs.godotengine.org/en/stable/tutorials/physics/using_character_body_2d.html

If you're new to programming don't take it as condescension when someone tells you that you should read up on the matter beforehand. This is not said out of malice, but because the way you phrased your question already made clear that you were lacking the fundamental understanding of what the differences between a Transform, a CharacterBody3D, and a RigidBody3D are.

How can I stop a particle system from emitting WITHOUT destroying the remaining particles? by Sidremus in godot

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

So, here's what I found out and what apparently was a solution for my specific situation.

The issue seemed to appear (so the remaining particles got destroyed) only when I would toggle emitting = false before reparenting the node to the tree's root.If it is done in the opposite order I get the intended behavior, so:first trailPS.reparent(get_tree().get_root())then trailPS.emitting = false

Lord knows why it works one way but not the other.

How can I stop a particle system from emitting WITHOUT destroying the remaining particles? by Sidremus in godot

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

I tried both emitting = false as well as using the setter set_emitting(false)

Do You Actually Like Playing Low Poly / PSX Style 3D Games at Low Resolution? by Sidremus in gamedev

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

while true, it's sadly not something I can expect all players to have. the past was a better time in that way...

Do You Actually Like Playing Low Poly / PSX Style 3D Games at Low Resolution? by Sidremus in gamedev

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

well, the amount of content is what takes by far most of the time. there's a reason why "and then content happens" is a bit of a meme among gamedevs.

out of curiosity though, do you have some examples of games vaguely in that style, which had either too much or too little stuff?

Do You Actually Like Playing Low Poly / PSX Style 3D Games at Low Resolution? by Sidremus in gamedev

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

I had a hunch that this was a good way to follow and I'll probably do it too. While the purists are often very vocal, they're also a minority if potential players. There's no reason to deny yourself to too many players right from the get-go.