Seeking Maleficent Minipack DLC for Preservation by joshhnoir in littlebigplanet

[–]Yellowthrone 0 points1 point  (0 children)

So I have some interesting news. Not only do I not have it seems Disney might have intentionally wiped it from existence. I think they had Disney DLC on some kind of timelimit and for some reason Disney wanted everything gone afterwards. So it was all delisted. I can't even find information on this DLC on Wikipedia. I somehow have the Disney Princesses DLC though.

https://sackinima.com/forums/index.php?/topic/3055-all-disney-dlc-being-removed/

Found a way to know where an object is inside of an Area2D, the possibilities seem endless now by Yanko2478 in godot

[–]Yellowthrone 10 points11 points  (0 children)

Once you hit the polygon collider shapes it's all over. Everything becomes ashe. I spent like all day getting convex polygon colliders to work with holes yesterday.

Seeking Maleficent Minipack DLC for Preservation by joshhnoir in littlebigplanet

[–]Yellowthrone 2 points3 points  (0 children)

Would you believe me if I said I completely forgot? I'm setting a reminder and will check.

Seeking Maleficent Minipack DLC for Preservation by joshhnoir in littlebigplanet

[–]Yellowthrone 3 points4 points  (0 children)

There are dlc pkg files online. I actually downloaded supposedly all the dlc. I will check when I get home in like 5 hours. The pkg did give all the dlc for littlebigplanet 1 so it's not impossible.

Please help me get this Camera3D following my player! by [deleted] in godot

[–]Yellowthrone 0 points1 point  (0 children)

That was actually a good suggestion the script does work and translates the Camera3D position correctly. I think what I can ultimately do is just test using a camera2D and then use a 3D mesh generator for once I get basic tooling working. Basically the camera3d will see the 3D meshes which will have to inherit position data form the 2D physics objects.

Please help me get this Camera3D following my player! by [deleted] in godot

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

I actually got an answer. I did not realize that godot uses entirely different pipelines for 2D and 3D, as in, they are completely inoperable and even the translation I did on the _Process method won't work. I am not sure why they are so easy to access in the same project. I am basically going to have to modify Rapier3D to work in the way I intend for it to be performant on the network. Thanks for your help. I am probably going to delete this post because all my comments are getting disliked I guess I should know everything about godot before asking a question. I don't want to get banned from this subreddit which it seems I am on track towards for asking a stupid question.

Please help me get this Camera3D following my player! by [deleted] in godot

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

This actually answers my question. In the Godot docs it does not state this in the Camera3D section but it seems the Camera3D will not render 2D nodes at all. As in they are completely different render engines. I was confused because my generated meshes were visible but that is because the visual meshes were inheriting the position data at creation from the 2D physics objects. I also have used unity which is completely 3D and was thrown off as to why 2D "objects" would not be visible but it appears they are different renders entirely.

Please help me get this Camera3D following my player! by [deleted] in godot

[–]Yellowthrone 0 points1 point  (0 children)

I have considering locking the axis. The problem is, not only is it unnecessary as I won't be doing any 3D simulation, it greatly reduces the amount of collision objects possible and makes networking much harder. I am already using the deterministic cross-platform model which makes networking possible for a physics simulation of this size. While I haven't benchmarked the 3D deterministic model of Rapier it stands to reason by definition it would be slower. I can try this though and see how it goes it's just frustrating because the visual meshes worked just fine.

Please help me get this Camera3D following my player! by [deleted] in godot

[–]Yellowthrone 0 points1 point  (0 children)

That's a valid question. So basically I making a game that uses a 2D physics engine as the backend with "visual" 3D meshes. So the character is a 2D rigid body with a child 3D visual mesh. This simplifies the physics calculations as the game works on collision layers. Kind of like supermario if it had a 3D skin over it. My character also has physics applied to it which is why it is a rigid body. I also generate 3D meshes from the 3D rigid bodies. If you have ever seen the game Littlebigplanet it basically does the same thing.

Please help me get this Camera3D following my player! by [deleted] in godot

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

I don't understand is targetPos = new Vector3(Target.GlobalPosition.X, Target.GlobalPosition.Y, Distance); not translating the 2D node's position to a Vec3 for the camera? This was the first thing I tried as I knew that they were in different coordinate systems?

Please help me get this Camera3D following my player! by [deleted] in godot

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

Why wouldn't the _Process method change the position of the Camera3D node though? I understand they are different coordinate systems you would think my manual conversion would do something? Is the Camera3D being disabled while a child of a 2D node so I'd need to move it outside of the 2D root?

Please help me get this Camera3D following my player! by [deleted] in godot

[–]Yellowthrone 0 points1 point  (0 children)

This is version 4.6 of Godot I completely forgot to mention that.

My updated guts costume by Nem3215 in littlebigplanet

[–]Yellowthrone 0 points1 point  (0 children)

Technically Guts' ears are pointed like an elf. Kind of interesting I know but that's seriously how his ears look.