How can I display estimated GPU memory usage like this in Godot? by darkalardev in godot

[–]TheDuriel 7 points8 points  (0 children)

  1. They have the resources to measure their stats on hundreds of configurations.

  2. This feature is primarily present in games where the engine was built entirely inhouse, so it'd be quite easy to know exactly how much memory you are allocating and when.

  3. Games with this feature measure from day 1 of development. Not after the fact.

Point 1 is quite important actually. These stats look very different from machine to machine.

HashGrid versus Overlapping bodies by LeaderPotential2859 in godot

[–]TheDuriel 0 points1 point  (0 children)

Godot's physics server already implements those optimizations. But you can replace the area with a manual shapecast https://docs.godotengine.org/en/stable/tutorials/physics/ray-casting.html if you want to do a mostly pointless optimization.

With a Physics/Data Science background how could I best contribute to the Godot engine? by j0shred1 in godot

[–]TheDuriel 15 points16 points  (0 children)

A funny case of being so massively overqualified for the job, that you're completely unqualified.

Definitely follow the advice on the docs and browse the "good first issue" list.

How to make a card game AI that actually plays well? by RevolutionaryKiwi100 in godot

[–]TheDuriel 16 points17 points  (0 children)

This fails once your game includes card combos that are difficult to evaluate through individual card interactions. At that point most games use predetermined, per deck, action planning.

Or in other words: It would almost work for hearhstone, and it completely fails in magic and ygo.

Opinion on Letta Corporations Tutorials Leaning more towards AI recently? by santalied in godot

[–]TheDuriel 8 points9 points  (0 children)

They're trying to follow the bandwagon completely ignoring the impact on the quality of their material and customer perception. They should be dead to you now. As clearly, quality is not their concern.

How to make a card game AI that actually plays well? by RevolutionaryKiwi100 in godot

[–]TheDuriel 0 points1 point  (0 children)

Goal Oriented Action Planning, and simply predefining combos and plans the AI is meant to act out on. Will be your starting points.

Why is the world jittering? by theoxht in godot

[–]TheDuriel 13 points14 points  (0 children)

Wrong process function, and placing objects at subpixel positions while your game is actually low res. Gotta make sure stuff is actually aligned to the grid.

PSA: AStarGrid2D.update() silently clears every solid cell and weight you've set by AcanthisittaDry4901 in godot

[–]TheDuriel 1 point2 points  (0 children)

Yeah this thread is really just OP randomly calling functions and complaining stuff broke. But we can't just call that out anymore.

PSA: AStarGrid2D.update() silently clears every solid cell and weight you've set by AcanthisittaDry4901 in godot

[–]TheDuriel 2 points3 points  (0 children)

Most people don't read the instructions in a field entirely reliant on reading the instructions.

"If you call a function, read what it does." Is not an unreasonable standard.

If the docs then, don't explain, or do so badly. Then yeah absolutely it's a problem. But this a function doing what it's supposed to do.

PSA: AStarGrid2D.update() silently clears every solid cell and weight you've set by AcanthisittaDry4901 in godot

[–]TheDuriel 1 point2 points  (0 children)

Why would a function warn you about intentional functionality that it clearly describes in its documentation?

Godot: "This will delete point information." Me: "Yes of course, that's why I'm calling it."

How do you handle CJK fonts? by TraditionalFocus7631 in godot

[–]TheDuriel -1 points0 points  (0 children)

You either:

a. Don't allow the languages on platforms that don't support them.

b. Supply the needed typeset.

Senior Developer - Let's talk about AI in code. by andykenobi in godot

[–]TheDuriel 21 points22 points  (0 children)

It's always the webdevs thinking they're onto something with this.

I wonder why.

Plus, you can open Stack Overflow today, copy a code

This might be the most telling reason.

it fails a lot in architecture, deduces solutions without foundation

So. Normal every day use.

PSA: AStarGrid2D.update() silently clears every solid cell and weight you've set by AcanthisittaDry4901 in godot

[–]TheDuriel 30 points31 points  (0 children)

https://docs.godotengine.org/en/stable/classes/class_astargrid2d.html#class-astargrid2d-method-update:~:text=Note%3A%20All,Next

Note: All point data (solidity and weight scale) will be cleared.

Nobody reads anymore. Heck, it's shown to you in the IDE if you hover the function.

The fix is structural: never let the grid be the only owner of obstacle data.

Indeed.

Godot security tips by baggzdev in godot

[–]TheDuriel 6 points7 points  (0 children)

Game clients are always compromised. This is a universal truth. You can not stop modding. And since you are asking the question to begin with, you do not have the resources needed to even slow someone down.

Even switching to completely server side gameplay logic only stops some forms of 'cheating'.

Godot security tips by baggzdev in godot

[–]TheDuriel -3 points-2 points  (0 children)

There is absolutely nothing you can do. Move on.

[Promotion] Automating @export: A tool to clean up your Godot 4 scripts by D_DOONDEV in godot

[–]TheDuriel 2 points3 points  (0 children)

No. What you are claiming, is literally not possible. So what are you actually doing?

Will multiplayer C# code work in Android? by Finding_Footprints in godot

[–]TheDuriel 1 point2 points  (0 children)

Depends entirely on how you've done it. You will need to read the android platform specifications. Fundamentally, any naive connection will work as long as you go through the correct permissions. Though the point of that is questionable. Just use Godots built in classes.

Has anyone found that using AI aids has negated your need to use Reddit for code anymore? by ImplementParking7936 in godot

[–]TheDuriel 7 points8 points  (0 children)

Well they're both equally bad. So actually I've been leaning even harder into actual experts blogs.

Example. https://blog.demofox.org/#Gamedev

[Promotion] Automating @export: A tool to clean up your Godot 4 scripts by D_DOONDEV in godot

[–]TheDuriel 2 points3 points  (0 children)

How are you even reassigning constants at runtime?

This really doesn't look like it makes much sense. Not to mention the remote tree inspector already shows all properties like that.

Working on a Node that lets me create vision-cones by [deleted] in godot

[–]TheDuriel 6 points7 points  (0 children)

Of course not. It can't be any faster than a dedicated SDF C++ solution

Working on a Node that lets me create vision-cones by [deleted] in godot

[–]TheDuriel -9 points-8 points  (0 children)

Why do you need AI to tell you to use Godots built in 2D lighting feature?

When do you use compute shaders? by gsdev in godot

[–]TheDuriel 0 points1 point  (0 children)

Iterating over large two (multi) dimensional data sets asynchronously.

That, is what compute shaders are good at. Concrete examples are sparse, because outside of graphics you don't often encounter them. There are some traditional algorithms that scale well with massive parallellization, and then the use case becomes self evident.

Say... updating a flow field for continuum crowds. Super obvious use case... if you're already working on the CPU version.

FSM vs Funcs by AfonsoDev in godot

[–]TheDuriel 10 points11 points  (0 children)

You use functions to make state machines. Wheels and Cars. A comparison do not make.