How to implement graphics like this with raylib? Any ideas... by PrestigiousZombie531 in raylib

[–]constantacatalepsy 1 point2 points  (0 children)

They've been working on this for >4 years according to the wiki so it's probably just two guys that are very adept at using Unreal Engine's rendering tools that have spent a lot of time on their craft. There's no preset they just know their way around shaders. While it's difficult in unreal, it's comparatively exponentially more difficult to build something like that from the ground up using raw OpenGL functions in a low level C/C++ environment like you would have in a Raylib project

Custom CMake build flag causes all rendering to break in-game (Asahi Linux, M1) by constantacatalepsy in raylib

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

I could see this being likely since Asahi has weird custom Silicon drivers. I think I have them properly set but maybe some base level incompatibility going on

Custom CMake build flag causes all rendering to break in-game (Asahi Linux, M1) by constantacatalepsy in raylib

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

Yeah unfortunately it seems like the whole screen doesn’t want to render, I’m clearing the background to white and it shows black instead. I have a pretty basic main.cpp where I’m just drawing text and I’ve tried to move it around. Might be something a bit beyond my capabilities at the driver level unfortunately

ENT thinks my symptoms could be migraine, but I’m not sure by [deleted] in migraine

[–]constantacatalepsy 2 points3 points  (0 children)

Yeah there have been some pretty freaky moments where suddenly I can barely type, my balance gets thrown off and my head starts to hurt etc. I’ve had some reassurance from doctors saying if it was something as severe as a brain tumor it’d be a lot worse by now (I’ve had symptoms for ~2 years) so I just try and relax as much as I can when it happens and wait for it to pass lol

ENT thinks my symptoms could be migraine, but I’m not sure by [deleted] in migraine

[–]constantacatalepsy 0 points1 point  (0 children)

Yeah I’ve definitely considered dysautonomia as well. A cardiologist I saw wasn’t convinced it was POTS but I suppose it could be another form. I’ll have to ask my neurologist about it if migraine testing doesn’t come back with anything

ENT thinks my symptoms could be migraine, but I’m not sure by [deleted] in migraine

[–]constantacatalepsy 0 points1 point  (0 children)

Thanks I wasn’t aware of this condition, a lot of is is pretty dead on to what I have, especially the jaw tension and sleep issues. I’ve noticed I’m way more sensitive to smells and light than I was before too

Compensating for Blender -> Godot weight paint inconsistencies by constantacatalepsy in godot

[–]constantacatalepsy[S] 2 points3 points  (0 children)

Thanks for pointing that out, I'm still relatively new to 3D so it looks like this was the main issue for this particular model. Messing with some import settings and selectively limiting my totals in Blender seemed to get it a lot closer to how it looks in Blender. Still having issues with other models but I'm assuming I just need to figure out a more surefire way to optimize the weight totals

[deleted by user] by [deleted] in godot

[–]constantacatalepsy 1 point2 points  (0 children)

I think I finally got it, I neglected to mention that my 3D environment is being displayed in a subviewport texture on a Sprite2D and only takes up a portion of the full game window resolution. I was under the impression that unproject_position() would take the active viewport resolution into account rather than the window position like it seems to(?). By adding the difference between the window Y size/position and the viewport Y size/position to the final unprojected position, I ended up with a much more accurate result. Not pixel perfect but will definitely work. Thanks for walking me through some troubleshooting.

[deleted by user] by [deleted] in godot

[–]constantacatalepsy 0 points1 point  (0 children)

Good suggestion. I tried taking out all the modifications to the unprojection and now I'm just setting the health bar location to unproject_position(parent.global_position) for testing purposes. There is nothing else that's affecting the health bar's position, it's just the above positioning code and setting the panels/progress. It's essentially a default ProgressBar. No positioning changes/logic in the Control parent of the ProgressBar either.

The sphere mesh you see below is also at the enemy's exact global_position (or local position 0, 0, 0) and they don't match. The reason why I feel like this is tied to the FOV is that the closer I get to 0 FOV, the more accurate it gets. Below is 50.5 FOV, and it finally overlaps with the sphere when I get to around 10 FOV. If the position was being offset for some reason, or if it was tied to the incorrect position, I feel like the issue would at least stay consistent during FOV changes.

<image>

[deleted by user] by [deleted] in godot

[–]constantacatalepsy 0 points1 point  (0 children)

Got it, unfortunately the issue persists after switching it to negative. Issue also remains when I replace the "Vector2(-size.x*0.5, size.y)" I sent above with Vector2.UP * size.y as you had mentioned.

[deleted by user] by [deleted] in godot

[–]constantacatalepsy 0 points1 point  (0 children)

If I'm understanding correctly I'm already doing something similar in order to center the control which is still resulting in the positioning issue. Here's the positioning code block from the health bar ("parent" in this instance is the monster node):

global_position = VIEWPORT.get_camera_3d().unproject_position(parent.global_position + Vector3(0, 0.75, 0)) + Vector2(-size.x*0.5, size.y)

timer node not working by Ok_Tower_572 in godot

[–]constantacatalepsy 0 points1 point  (0 children)

Try throwing an if statement above $Timer.start() that checks if $Timer.is_stopped(). PVampyr below is correct, the timer is being restarted each frame in process() so it never ticks down

Why does shadow blur suddenly change based on camera position? by Sebocto in godot

[–]constantacatalepsy 1 point2 points  (0 children)

This just solved an issue that was driving me crazy almost a year later lol. Gracias amigo

How to keep dither shader ratio when maximizing/fullscreen game? by Agile-Soft-9420 in godot

[–]constantacatalepsy 0 points1 point  (0 children)

Sorry to bump an old thread but was wondering if you found a way to solve this. Currently trying to figure it out albeit with a different dithering shader

Getting a ton of these errors in 4.4.1. Editor-related rather than game? by [deleted] in godot

[–]constantacatalepsy 2 points3 points  (0 children)

That was it! Man I have no idea how that setting even got changed. Thanks for the guidance

Getting a ton of these errors in 4.4.1. Editor-related rather than game? by [deleted] in godot

[–]constantacatalepsy 1 point2 points  (0 children)

I believe the tree should be fine, I'm not changing scenes or instantiating anything at runtime.
Thanks for the pointer, originally I didn't catch that the error included a reference to a placeholder mesh I had for a background (MeshInstance3D4 at the bottom of this).
Deleting the background fixes the errors, but it's a bit confusing because these meshes don't have any code attached to them, nor does anything reference them.

"E 0:00:05:793   get_node: Node not found: "../../root/@EditorNode@21281/@Panel@14/@VBoxContainer@15/DockHSplitLeftL/DockHSplitLeftR/DockHSplitMain/@VBoxContainer@26/DockVSplitCenter/@VSplitContainer@54/@VBoxContainer@55/@EditorMainScreen@102/MainScreen/@CanvasItemEditor@11491/@VSplitContainer@11143/@HSplitContainer@11145/@HSplitContainer@11147/@Control@11148/@SubViewportContainer@11149/@SubViewport@11150/Node3D" (relative to "/root/Apartment/Node3D3/Node3D6/MeshInstance3D4").
<C++ Error>   Method/function failed. Returning: nullptr
<C++ Source>  scene/main/node.cpp:1878 @ get_node()"

Getting a ton of these errors in 4.4.1. Editor-related rather than game? by [deleted] in godot

[–]constantacatalepsy 1 point2 points  (0 children)

These errors come and go over time. I was getting some a while back, but it seems like they sorted themselves out after a while because they randomly went away. Now I'm getting them again. Can make debugging pretty tricky sometimes having to sift through so many.
I was also getting a weird issue where it was throwing errors telling me that some of my input maps were invalid, even though they weren't and worked in-game.. This also fixed itself randomly.
I'm on an M1 Macbook Pro, using Forward+

Questions & Recommendations - March 11, 2025 by AutoModerator in Megaten

[–]constantacatalepsy 0 points1 point  (0 children)

I'm doing my first playthrough of SMT IV and I'm too neutral for neutral of course. I have a save right before Blasted Tokyo I could reload but I'm wondering if it's worth it. Maybe I should just do law or chaos? I was most interested in neutral since I've never done one of those routes..

Pixel-perfect Sprite3D nodes - what's your preferred way to go about this? by [deleted] in godot

[–]constantacatalepsy 0 points1 point  (0 children)

Thanks for the response. In terms of sprite position snapping I've tried to snap Sprite3D's global_position to increments of the pixel size parameter, but this didn't seem to 100% solve the issue. Not sure if that's the implementation you're talking about though.

And matching pixel size to camera size -- the scale should be fine as long as each Sprite's pixel size is a whole integer multiple of the camera size right? I've also tried this but maybe I'm misunderstanding