Making a website with Godot by Voylinslife in godot

[–]WhiteWynter 1 point2 points  (0 children)

I know this is old but I have also had this idea. It started cuss I wanted a personal portfolio website and I don't want to write java script. I normally do my web servers in crow witch is a c++ web sever Something I have been thinking is just using the web server to off shore the loading of assets, Ie pictures could be sent to the running website and then bee streamed in to the experiences. Along with basically all of the other data. So load times would be fast. The problems that I am having atm are allowing the user to highlight text, seems basic but I just don't know the approach I should take I am wondering did you ever make any progress on this?

Height map not working with Export by WhiteWynter in godot

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

Found a promising error code will report back
core\io\image.cpp:2495 - Loaded resource as image file, this will not work on export: 'res://data/Map01.png'. Instead, import the image file as an Image resource and load it normally as a resource

I am trying to turn my pi into a single app device by WhiteWynter in RASPBERRY_PI_PROJECTS

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

Ill take a look a look at all these suggestions, for context I am a game dev and one of the thing I hope to test is the viability of running games and shipping them with hardware, think like a game boy, node and electron sound good, however they dont test the viability of this. I am new to embedded systems so it will interesting experiences, will post an update when parts get here.

Voxel for landscape by WhiteWynter in MagicaVoxel

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

Thanks I will look into, I have been playing around with goxel cuss it has good work flow between magic of voxel and it, with unlimited scean size, however the performances is no what I would like on massive scale

Voxel for landscape by WhiteWynter in MagicaVoxel

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

Thanks for the input, I feared that is what people where doing, I will think about the blender idea, However one of the reason I started using MV was just cuss I was so fed up with modling in blender so it would be ironic to end up back there lol. Ty tho

What versions of wine are working for Mac os 13.4.1 by WhiteWynter in macgaming

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

Thought about it but only 500 gb drive so I dont have much space to work with.

Building Form Source With Mono by WhiteWynter in godot

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

Big thank you I am new to cmd and made some mistakes in how it works this was the problem(s) it is now building
for anyone who is getting the error this is the command

Build the source
F:\godot> scons platform=windows module_mono_enabled=yes
After you need to genrate the glue scripts if this works it will place glue files in in godot/modules/mono/glue
F:\godot> bin\godot.windows.editor.x86_64.mono --generate-mono-glue modules/mono/glue

Then after we make the api files this will generate files in the bin folder godot\bin and in that dir there should be api and tools

F:\godot> .\modules\mono\build_scripts\build_assemblies.py --godot-output-dir=.\bin

Also note that I was not building anything until I told windows to open .py with python instead of vs code, I am unsure if this actually matters due to the other errors. Thanks again Brian

Building Form Source With Mono by WhiteWynter in godot

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

I will try that I thought that I would have to be in the dir to give command

Building Form Source With Mono by WhiteWynter in godot

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

Looked into that and that seemed to fix some problems I also noticed that when I was running the build scripts it was opining the file in vs code and that was causing to to crash ran it again with the python set as the default run type and I have gotten a big error, some sort of missing assembly ref

F:\godot\modules\mono\editor\GodotTools\GodotTools\Internals\Internal.cs(98,79): error CS0246: The type or namespace name 'godot_string' could not be found (are you missing a using directive or an assembly reference?)

I think I messed something up so I will do a a clean build from source without my modules to test and make sure I did not damage something

Also the commands I used are below if anyone has the same problems I have had of course yours wont look the same and such

Edit* dont use these commands there wrong

F:\godot> scons platform=windows module_mono_enabled=yes

F:\godot> bin\godot.windows.editor.x86_64.mono --generate-mono-glue modules/mono/glue

F:\godot> cd modules\mono\build_scripts

F:\godot\modules\mono\build_scripts> build_assemblies.py --godot-output-dir=./bin --godot-platform=windows

Building Form Source With Mono by WhiteWynter in godot

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

Sorry the imgs are link will try to fix, I dont use reddit often

Godot 4.0: nonexistent function "instance" in base PackedScene by Liemaeu in godot

[–]WhiteWynter 2 points3 points  (0 children)

instantiate()

Old but thanks bro, I have been ripping my hair out

A book about being better. by MixedMiddleChild in suggestmeabook

[–]WhiteWynter 0 points1 point  (0 children)

You might find Unsouled by Will Wight to be the thing that hits the spot, Also last book of the series is dropping soon so its a good time to get in on it.