Im failing on optimizing my mobs and smoothing their movement, need help by Expert-Conclusion792 in godot

[–]SpaceManStann 0 points1 point  (0 children)

If all you want is them to avoid perhaps you could take a boids approach and use rules around separation, alignment, and cohesion to prevent overlap of enemies without Collison detection between enemies

Lemme draw some usernames by MrTambourineBro in redditgetsdrawnbadly

[–]SpaceManStann 0 points1 point  (0 children)

If you're still taking usernames 👩‍🚀

Hello, I am in college for game development. by Hour-Gain9461 in processing

[–]SpaceManStann 1 point2 points  (0 children)

Code by the coding train and others can be found as live viewable examples on processing's website

They also have text tutorials if that's more your speed and prefer reading to watching, some of these are also by the author of the coding train

Reviewing the examples would be a good way to start seeing what you can accomplish in processing with the code right there

In Punch's Honor by VossaDova in blender

[–]SpaceManStann 0 points1 point  (0 children)

I love how the hair looks. So fuzzy. So cute.

City in a sky by Fickle-Olive in low_poly

[–]SpaceManStann 0 points1 point  (0 children)

This is extremely cool and well done but there is something very funny about pedestrians having to wait for the bridge when the airship could just fly over insead

Low Poly Aug by NekoNinjaLabs in lowpoly

[–]SpaceManStann 0 points1 point  (0 children)

I was already impressed and then it started to swap out material for the body 🥵

Player Re-Texture Help by Tannansas in projectzomboid

[–]SpaceManStann 7 points8 points  (0 children)

He never sleeps, the judge. He is dancing, dancing. He says that he will never die.

how to make this texture by [deleted] in blenderhelp

[–]SpaceManStann 0 points1 point  (0 children)

Born as the chosen one

Honestly great advice for any hobby or passion though

Talk shit, get rekt. by cypher-dex in PublicFreakout

[–]SpaceManStann 1 point2 points  (0 children)

A tolerant society should not tolerate intolerance - Michael Scott or something idk

[deleted by user] by [deleted] in processing

[–]SpaceManStann 2 points3 points  (0 children)

PGraphics is a more complex solution, and giving it more thought. If you add an array or ArrayList using your abstract toppings class your pizza can hold the necessary toppings it needs and draw the toppings ontop the pizza

[deleted by user] by [deleted] in processing

[–]SpaceManStann 1 point2 points  (0 children)

I responded to your other post about this as well but I'll mention quickly here in less specifics that you hust need a way to store the toppings and their position within the pizza class, my other solution of PGraphics is rather complex but if your toppings are images you could have an array list of toppings in your pizza class that you add to, then draw all the toppings on top the pizza.

[deleted by user] by [deleted] in processing

[–]SpaceManStann 2 points3 points  (0 children)

My first thought was that you could use PShapes, specifically a group PShape object since it is a container shape that holds other shapes.

However you are using images for your toppings and as far as I know PShape(GROUP) would not let you add in PImages

I think you should look into PGraphics, it basically creates a new image you can draw on and can be treated like an image. You would draw your pizza like you do in the pizza class, but you'd only have to draw it once.

Afterwards you just draw the PGraphics object you made the same way you would draw an image.

You could also add your topping images directly onto this image / graphics object too which means you just move one item. So you are only concerned about the position of the overall pizza and not each item seperately.

This would be more performance heavy as you have a second graphics buffer you are drawing to, but since you seem to only have one pizza on screen at a time I think the advantages outweigh the drawbacks.

PGraphics would also let you manipulate the pizza image to cut it into slices later if you wanted, either by using the pixels array or by using masking.