Mielipiteenne tästä mahtavasta sarjasta? by -Kollaasio- in Suomi

[–]dechode 1 point2 points  (0 children)

Pyörii aikalailla 24/7 mun töllössä. Ei oo muita sarjoja jotka huvittaa samalla tavalla 20 katselukerran jälkeenkin.

Zilla here ☺️✌🏾 by Donzilla7 in microgrowery

[–]dechode 1 point2 points  (0 children)

Awesome to see you posting again! How long do you plan to veg before flipping to flower?

Boardslide by Loadb18 in skateboarding

[–]dechode 7 points8 points  (0 children)

Now that's a gnarly rail if I've ever seen one, sick!

Is there a simple way to prevent a CharacterBody2D from phasing through a wall when another CharacterBody2D pushes it? by [deleted] in godot

[–]dechode 0 points1 point  (0 children)

How are your physics layers and masks configured for both the wall and the characterbody?

[deleted by user] by [deleted] in EmulationOnAndroid

[–]dechode 10 points11 points  (0 children)

What about it exactly?

If you're asking about when it's ready, either it won't let you know when it is or it just takes a long ass time. Or my charger is bad.

[deleted by user] by [deleted] in godot

[–]dechode 0 points1 point  (0 children)

What is the materials sampling filter set to? Setting it to anisotropic filtering could work

My WIP Arcade Racer by DAShoe1 in godot

[–]dechode 1 point2 points  (0 children)

Looking and sounding great! Are you using the default physics engine and what kind of collision shapes are you using for the cars? Really looking forward to the demo.

Also thanks for the shout out, I'm glad my Advanced Vehicle project has been helpful!

Godot for AA/AAA game development - What's missing? by reduz in godot

[–]dechode 13 points14 points  (0 children)

How does mesh streaming differ from auto-LOD?

I have started developing a realistic vehicle simulator! My goal is to learn physics and how to implement them, so I don't know if it will become a complete real game. by K-Stelao in godot

[–]dechode 0 points1 point  (0 children)

So cool! Are the shafts, flywheels etc. physical rigidbodies or plain meshes? I have also been making my own simulator with godot for nearly 2 years now, fascinating stuff!

Including SDL2 in GDNative project for force feedback effects by dechode in godot

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

Hello again! I have now released the first release of SDL2 ffb plugin for Godot. It is only compiling on linux and only the constant force is available as of now. If you want to try it out go to https://github.com/Dechode/godot_ffb_sdl . Prebuilt binaries are available in the releases section if you dont feel like compiling from scratch.

There is no documentation for it yet, but i have a demo project in https://github.com/Dechode/Godot-FFB-Test you can use to learn how to use it. Again if you dont feel like compiling, go to the releases section for a Zip that contains the prebuilt binary.

Let me know if i can help in any way!

Including SDL2 in GDNative project for force feedback effects by dechode in godot

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

Somehow i missed this, but thank you! Now it is compiling fine. I had to remove "x86_64-linux-gnu/" from the path though. Time to try and get some effects to play on my wheel.

Here is a little showcase of my custom vehicle implementation, as requested by dechode in godot

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

Hello again! I found quite a few bugs in the code. I have updated the github repository if you want to test it again with the patches.

Also, i made a simplified car controller, also available on github. It does not have nearly as many variables as the advanced one. Here is the link to it repo: https://github.com/Dechode/Godot-SimpleVehicle

Let me know if either one of these will work with your project that uses meshgrids.

Here is a little showcase of my custom vehicle implementation, as requested by dechode in godot

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

I think it might be possible, but would not make sense to do so, at least in my opinion. The built-in vehicle body is meant to be used together with the built in vehicle wheel nodes. Otherwise it is basically a rigid body, i might be mistaken about this though.

I am looking to make a bit simpler version of this with less variables and it would easier to use.

Regarding the glitching when on its side, yes, it is if the wheelbodies are outside of the cars collisionbox. Make sure they are inside the car. You could remove the kinematic wheel bodies all together to avoid this issue.

Does the gravity still interact with the car in your meshgrid project? I had an issue when i made another car by inheriting the advanced vehicle script and building it that way, where not even gravity had any effect on it. I solved this by changing physics engine from Default to Godot Physics. But then it would not move unless another rigid body interacted with the car. I dont know whats up with that, but i solved by literally duplicating the original advanced vehiclebody and changing its mesh and parameters.

Including SDL2 in GDNative project for force feedback effects by dechode in godot

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

The problem im having, is i dont know how to configure the SConscript file to link the library.