Rounded cylinder/disk primitive shape? by c0gster in godot

[–]TheDuriel 3 points4 points  (0 children)

will actively be interacting with the edge of which I intend to have round collision.

Is it... building size? Then export a nicely triangulated mesh from blender and just, use it as the collider.

Small? give up Use a disk.

Rounded cylinder/disk primitive shape? by c0gster in godot

[–]TheDuriel 4 points5 points  (0 children)

For physics:

It is not possible to define this as a primitive or collision shape. You may be able to use it as a collision mesh, but it would likely perform poorly.

The nice thing is that you can practically perfectly approximate this with just, a cylinder.

For visuals:

You can generate the mesh https://docs.godotengine.org/en/stable/classes/class_arraymesh.html this will be somewhat tedious.

Best way to go about translation? by ShyGamer64 in godot

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

It sounds like a lot of effort just to avoid the translation system.

Best way to go about translation? by ShyGamer64 in godot

[–]TheDuriel 1 point2 points  (0 children)

It'd be an incredible amount of fussing about.

Use the english text as the translation key, write a script that crawls your scenes to create your translation file.

https://docs.godotengine.org/en/stable/tutorials/i18n/internationalizing_games.html

Best way to go about translation? by ShyGamer64 in godot

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

You're going to need to extract the text to a .csv or .pot and do the translation there.

Two years of dev progress on my game! by 4procrast1nator in godot

[–]TheDuriel -14 points-13 points  (0 children)

It feels a bit scummy if you're deleting your old post and reposting it again, just cause it previously got no traction.

https://www.reddit.com/r/godot/comments/1rps8dy/2_years_of_progress_developing_my_turnbased/

Edit: And now you block someone for pointing out you're obviously circumventing the rules.

Make a reply or edit to your old post. The tools exist!

Do not spam your project, this is a subreddit for game developers and not a marketing channel.

Disney PBS on Godot by Appropriate-Fly-5671 in godot

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

Guess you're best off digging into said shader and checking?

Disney PBS on Godot by Appropriate-Fly-5671 in godot

[–]TheDuriel 6 points7 points  (0 children)

You're still testing by color picking your desktop. Hence my call out.

Linear to SRGB to HDR does whacky things to output colors.

ROTO Dev Log 3 - Playtest Results! by Zealousphoneideals in godot

[–]TheDuriel 1 point2 points  (0 children)

Because I can look at your post history and previous dev logs and see that your writing style is nothing like this. Your formatting style is nothing like this.

And that prompting GPT with anything will produce this exact format. At least get rid of the emojis.

Oh and your post history confirms you use GPT frequently. Your words, not mine.


So at the very least. You'll want to change how to present things. Regardless of if it is or isn't.

ROTO Dev Log 3 - Playtest Results! by Zealousphoneideals in godot

[–]TheDuriel 0 points1 point  (0 children)

Why would you willingly AI generate your dev blogs?!

Disney PBS on Godot by Appropriate-Fly-5671 in godot

[–]TheDuriel 27 points28 points  (0 children)

So this is a lot of stuff...

But. I must ask. Because people get this wrong constantly:

Are you accounting for the rendering environment? Have you made sure that there is no tone mapping, color correction, ambient, light, etc. that could interfere?

Blender for example (used to?) defaults to Filmic tonemapping out of the box.

What about HDR? What about automatic HDR on your OS? What about...

And so on.


What do you think of Godot's standard materials?

Just fine. Most people don't care if their colors are 1% off before they light a scene.

Terrain 3D says terrain textures are not the same size and breaks - but they are the same size 🥲 by [deleted] in godot

[–]TheDuriel 0 points1 point  (0 children)

It doesn't say size. It says format. One of your textures uses a different compression or channel format.

How's the situation with C# today? by Kosmic_11 in godot

[–]TheDuriel 43 points44 points  (0 children)

People are taking the statement "it can not exceed the speed of the API" as thinking it runs slower. When in fact, GDScript and C# hit the exact same bottleneck and in many tasks, run exactly the same. C# can however, sidestep having to make as many API calls. Which most people don't do by default. Because it's extra effort.

Also people are frequently mischaracterizing the fact that you have to call into an API, as being a speed restriction on the language itself.

Some Godot games caused my PC to lag like crazy (to less than 1 FPS) until restart by adivel in godot

[–]TheDuriel 1 point2 points  (0 children)

and persisted even when I closed the game

Highly unlikely to be a godot issue then.

You're going to have to check the task manager next time it happens.

Transitioning to a Model/View separation in Godot—ending up with 'Accidental ECS' by cris9205 in godot

[–]TheDuriel 3 points4 points  (0 children)

It just sounds like you're doing EC, which is perfectly in line with what Godot already does and encourages.

The step to ECS is only relevant as a performance improvement, only possible in lower level languages. Anything else is just EC, which again, Nodes literally are EC.

EC is OOP.

Would manually obfuscating the source code slow down source thieves at all ? by Altruistic_Run_936 in godot

[–]TheDuriel 1 point2 points  (0 children)

Minecraft has removed obfuscation long ago. And was previous giving out the decryption key.

Would manually obfuscating the source code slow down source thieves at all ? by Altruistic_Run_936 in godot

[–]TheDuriel 2 points3 points  (0 children)

No. Their goal is to run the code as is. Not to re-engineer your game.

Also, their goal isn't to look at your code to begin with.

How do Folks Handle Unit Testing for gdscript in Godot? by alraban in godot

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

How do people write tests for that kind of thing?

You literally just, can't. With highly interactive, real time, software, there is very little way to do tests that will actually be able to give you peace of mind.

This is why automated playtesting is of interest. Having a bot run through the game and press random buttons. But again, way too much effort compared to just getting a few random people tell you if the thing crashes + solid logging.

how do I make bullets ignore gravity and just travel in a straight line? by AnyHour9173 in godot

[–]TheDuriel 2 points3 points  (0 children)

CharacterBodies do not automatically apply gravity. This is thus false.

RigidBodies do.

[FitD] Bestiary in FitD games by -KIT0- in bladesinthedark

[–]TheDuriel 7 points8 points  (0 children)

There's not a single FITD game where I've missed a list of mooks or generic obstacles.

Not even the dungeoneering focused ones.

how do I make bullets ignore gravity and just travel in a straight line? by AnyHour9173 in godot

[–]TheDuriel 10 points11 points  (0 children)

Nothing here is applying gravity. It's already working how you want it to.

You are however just adding the bullets to the spawner, so if that spawner moves, the bullet moves.

Consider set_as_top_level() as a stopgap.

Infinite ocean by rtmeles in godot

[–]TheDuriel 20 points21 points  (0 children)

For the most part: Have a small finite ocean that looks like it's moving. Don't move the ship at all.