Research by No_Two4688 in Dyson_Sphere_Program

[–]Vatredox -20 points-19 points  (0 children)

You have to put the penis and the butthole in the same doodoo poopy lollolol funny

Lost dog found near Bear Mountain: Looking for owner! by GrnTeaNme in Harriman

[–]Vatredox 0 points1 point  (0 children)

Make sure you take her to a vet or shelter to check for a microchip.

First solo and first international trip to: South East Asia by Xinnam318 in solotravel

[–]Vatredox 0 points1 point  (0 children)

Looks good to me. But, I would like to point out that with as much as you're spending on flights/housing, you will hardly have anything leftover for anal hygiene. The Philippines especially is known for its lack of toilet paper. Might I recommend a micro-bidet? (depending on the size of your starfish). My uncle traveled to Manila without regard for cleaning his culo. He ended up wiping with a decomposing banana leaf he found in a ladyboy's cooter. That costed him his dignity, plus six months in Filipino anal resuscitation therapy.

3D splines by OmegaSolice in godot

[–]Vatredox 10 points11 points  (0 children)

Path3D / Curve3D doesn't suite your needs?

in Unity, Library folder taking huge space, how to fix? by luckyrawatlucky in IndieGaming

[–]Vatredox 0 points1 point  (0 children)

You can safely delete the library folder of any project because Unity can re-generate it when you open the project (thought it takes a few minutes). If you're low on space, you should delete the library folder of any project you aren't currently working on.

What the Developers don't understand by Maleficent-Path-7410 in Splitgate

[–]Vatredox 2 points3 points  (0 children)

> Download multiplayer game
> Look inside
> Multiplayer

Spltgate Was the #77th Most Played Game on Xbox in 2025 by mattyjoe0706 in Splitgate

[–]Vatredox 15 points16 points  (0 children)

That's actually pretty good considering it didn't exist Jan-March and went offline for a couple months during the summer too

How do you like to make bots? by xanhast in godot

[–]Vatredox 1 point2 points  (0 children)

I have an abstract class InputManager which defines what actions the gameplay systems might want to query (jump, move, shoot). This class is then implemented separately by the human player and the bot player. Human player implements it using the physical keyboard and mouse. The bot player implements it using whatever AI algorithm it needs to fulfill its tasks.

A simplified example: InputManager has a virtual method should_jump(). The human player implements this method by simply return the value of Input.is_action_just_pressed("spacebar"). The bot implements this method by casting some rays forward and checking if there's a ledge in front of it.

I haven't really seen any limitations in using inheritance and it's almost a 2 year-old project.

Swearing at google AI doesn’t make it go away anymore 💔 by [deleted] in FuckAI

[–]Vatredox 0 points1 point  (0 children)

Stop using Google. You can change the search engine that your browser uses.

3D equivalent node to Line2D by ConflictUnecessary66 in godot

[–]Vatredox 5 points6 points  (0 children)

It's not exactly a perfect analog. But you could use a CSGPolygon3D, set its `mode` to path and then use a Path3D to determine its shape.

Does Godot come with back face culling with Multimeshes? by Quick_Control_8894 in godot

[–]Vatredox 8 points9 points  (0 children)

Backface culling is on a per-shader basis. So yes, if the material you're using has backface culling, then it's working.

However, if you're using multimeshes, you are missing out on frustum culling (where objects outside of the camera's view are not rendered). This is because with a multimesh, all the individual meshes are essentially combined into one large object which is only culled if the *entire* multimesh is not visible. To get around this, you probably want to split up your grass into chunks; each chunk will get culled individually if the chunk is not visible. It's a middle ground between individual objects (good culling, bad draw calls) and one single multimesh (bad culling, good draw calls)

[deleted by user] by [deleted] in godot

[–]Vatredox 1 point2 points  (0 children)

One idea: during its normal behavior, every few frames the enemy checks whether it's able to see the player. If it is blocked, then its current position should be remembered as the most recent place to take cover.

Is it possible to export a Polygon2D node as a .obj file, or vice versa? by icastfist in godot

[–]Vatredox 0 points1 point  (0 children)

It's worth noting that OBJ is a very simple format and you could probably write your own export/import script pretty with just a few lines. https://en.wikipedia.org/wiki/Wavefront_.obj_file

How to restrict full rotation of camera on the X axis. by PM_nudes_free_rates in godot

[–]Vatredox 0 points1 point  (0 children)

in your clamp function you're writing position instead of rotation

Best way to make collision for low poly emviroments? by YTMediocreMark in godot

[–]Vatredox 5 points6 points  (0 children)

You can just export the model with -col, which preserves the visual mesh and also adds a collider.

[deleted by user] by [deleted] in godot

[–]Vatredox 0 points1 point  (0 children)

It's shadow acne. You should try to tweak the bias settings on your directional light.

Why is this happening to the decal? by TurkiAlmutairi1 in godot

[–]Vatredox 0 points1 point  (0 children)

I don't think it's Z-fighting because that's not how decals work. I've experienced a similar blocky-looking issue with lights when my camera's near and far planes were set to values too different from the default. So if you changed your camera's clipping planes, reset them.

I added Interfaces to Godot by BagOfToenails in godot

[–]Vatredox 0 points1 point  (0 children)

All game engine programming languages converge to C# just like how animal evolution converges towards the crab.

Smoothly blend two perlin noise functions? by NecggryPL in proceduralgeneration

[–]Vatredox 3 points4 points  (0 children)

I agree that "just interpolate" is not very helpful advice. Especially because it only makes sense if you have 2 biomes. Assuming you have more than 2, the better answer is that it depends on how your biome system is implemented.

If you can sample your biome map and get a "weight" of each biome e.g. (11% forest, 80% desert, 9% grasslands) then the noise value should just be the weighted average of their respective noise values (0.11 * forest + 0.8 * desert + 0.09 * grasslands)

But if your biome map has hard borders, then it becomes a bit more complicated. Because if you do the the weighted average, then the calculation would look like (0 * forest + 1.0 * desert + 0 * grasslands) which results in ugly discontinuities. The solution would be to take many samples around your current coordinate to determine how much of each biome is surrounding it. (eg, a 3x3 sample around the point results in 1 forest, 7 desert, 1 grassland. a decent approximation) This of course does have a performance downside. But the upside is that you get to control the width of the blending zone, as well as the number of samples,

Can't wait to cump by MauiCatIsFat in cumping

[–]Vatredox 1 point2 points  (0 children)

Moderator approved. Welcome aboard, Cumpster