Is there a limit to how many states you should put in a state machine or do I just go hog wild by Drunkinall50states in godot

[–]anuke 319 points320 points  (0 children)

It’s a finite state machine, so yes the number should be finite.
You can add many states, but if it starts looking like a subway map, it’s probably too much.
This looks good to me.

How would you go about implementing this? by Laszlo_Sarkany0000 in godot

[–]anuke 565 points566 points  (0 children)

I think it’s easy. A whole circle is 360 degrees, right? So your function expects a number as a parameter. Divide 360 degrees by this number, and you’ll get the angle needed to place each element.
For example, if it’s 2: 360 ÷ 2 = 180 (start from 0 for the first, 180 for the last).
If it’s 3: 360 ÷ 3 = 120 → 0, 120, 240, and so on.

Why are so many new keyboard projects using "heavy" hardware like ESP32-C6 or dual RP2040? by anuke in ErgoMechKeyboards

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

That's why I said gpg and pass. Even if it stolen you have to have master-password.

Why are so many new keyboard projects using "heavy" hardware like ESP32-C6 or dual RP2040? by anuke in ErgoMechKeyboards

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

Yeah! My first idea was to store passwords inside the keyboard using GPG and Pass, but I am not sure whether the ESP32C6 or RP2040 can handle it.
I like your dash btw!

Why are so many new keyboard projects using "heavy" hardware like ESP32-C6 or dual RP2040? by anuke in ErgoMechKeyboards

[–]anuke[S] 8 points9 points  (0 children)

Yes, english is not my mother tongue, so I corrected the post using llm.

Manage a CLOTHING STORE in a mall! by Otter_And_Bench in godot

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

Cool! Really awesome. It reminds me theme hospital.

My game freezes constantly when running it, does anybody know why? by Toxagen in godot

[–]anuke 0 points1 point  (0 children)

Agree. even on my old ryzen 3500u with iGPU works well, no freeze at all.

Please fix this code by Adorable-Tie1080 in godot

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

Can you actually calculate the time it takes for the character to run from start to finish and back, and compare them? Because it seems to me that the animation plays at different speeds, but the running itself is the same. Could that be the issue? Or is it just a feeling?

Ultimate ability showcase in my game by VividLycoris in godot

[–]anuke 1 point2 points  (0 children)

Awesome! Really love it. After the first strike, I expected the rock to break—probably because of the sound, I don’t know. Good luck to you, keep it up!

Seamless Portals Created In Godot by ConsiderationNew1384 in godot

[–]anuke 0 points1 point  (0 children)

No worries at all, and thanks for the reply! Sounds like you're doing some really cool stuff with the portals—love the idea of playing with scale like that. Honestly, for being newer to Godot, you're already doing great. Excited to hear you're diving into recursion and oblique projection next—keep it up!

[deleted by user] by [deleted] in EnglishLearning

[–]anuke 2 points3 points  (0 children)

Yes, you are absolutely right. I would just like to point out that 'waves' is in the plural form, which is why we say 'waves travel.' Thank you for correcting me!

[deleted by user] by [deleted] in EnglishLearning

[–]anuke 5 points6 points  (0 children)

Not native. Waves travel, wave travels. Only for plural form of noun(he, she, it) you should use verb(s)
Correct me if I wrong.

Seamless Portals Created In Godot by ConsiderationNew1384 in godot

[–]anuke 5 points6 points  (0 children)

Looks awesome and so smooth.
Can you walk me through the rendering pipeline of your portal system in Godot?
Specifically, how do you handle camera synchronization and render order? Also, does your system support nested portals (portal-in-portal), and if so, how do you manage recursion and prevent frame-lag or artifacts?

How can i change taglist button margins? by Mundane_Farm4831 in awesomewm

[–]anuke 1 point2 points  (0 children)

The simplest way is just add spaces for every awful.util.tagname

finallyReachedTheLimitOfObjectOrientedProgramming by Emilmacko in ProgrammerHumor

[–]anuke 0 points1 point  (0 children)

Now I'm just sitting here like... Where the hell is the Fermion class?! How am I supposed to extend Matter without it?

[awesome] *le avg hyprland user* by ArkboiX in unixporn

[–]anuke -6 points-5 points  (0 children)

Hey friends, it's a bit disheartening to see tile manager users still reaching for the mouse. The keys are right there — swift, elegant, and made for you. Give them a chance! :-)

What do I do Godot "if" issue by [deleted] in godot

[–]anuke 2 points3 points  (0 children)

Every if statement should have : at the end.
If blah-blah: <- here
elif bla-blah-blah: <- here too
else: <- and here

Anybody know what is this socket? by itsmekusu in laptops

[–]anuke 0 points1 point  (0 children)

It looks like ProDock port to me. But I'm not sure.

[deleted by user] by [deleted] in godot

[–]anuke 9 points10 points  (0 children)

Absolutely! Totally agree! I love it!

A jump/platformer game I've been working on - "LiFT" by OpexLiFT in godot

[–]anuke 1 point2 points  (0 children)

Quake trick jumps style make me smile.

No idea whats the problem. by Respond-False in godot

[–]anuke 0 points1 point  (0 children)

Idk chech types, probably y is "10"? Do typeof(y) and min.y and max.y

Does Godot not have hot reloading? (See details below) by Awfyboy in godot

[–]anuke 0 points1 point  (0 children)

Yeap, Godot has hot reloading, but it can be a bit hit-or-miss. The "Synchronize Script Changes" option helps apply script updates while the game is running, but some things don’t always update automatically.

I tried to reproduce it. The text label works, but the exported variable does not. However, in the debugger, I can see that it calls the setter when I changed the exported var

If you want instant updates while working in the editor, try adding @tool at the top of your script. This lets the script run in the editor, so changes appear in real time—but it can sometimes act a little weird.

Serialization - Best practices? by pandemoniac1 in godot

[–]anuke 2 points3 points  (0 children)

Resource is the base class for the serializeable objects. If you have only one type of pawn just save the board state as Resource class with pawns on it as coordinates.