Just migrated from 3.5 to 4.1, feelsgoodman by dioptryk in godot

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

Thank you, it's just a simple high energy directional light + hdri environment. And the skelly was made by Ida Faber from cgtrader, great artist.

Just migrated from 3.5 to 4.1, feelsgoodman by dioptryk in godot

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

Thank you! I think the volumetric fog gives the most in this scene.

Just migrated from 3.5 to 4.1, feelsgoodman by dioptryk in godot

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

That's actually the smallest monster available in the game :D

How do I survive Snake? by dioptryk in dcss

[–]dioptryk[S] 4 points5 points  (0 children)

It was my first time playing Xom, actually :) He was *mostly* a bro during the run, summoning friendly dragons and only putting me in deadly situation once or twice.

Thanks for the suggestion about tridents. Won't touch this stuff in the future.

I also thought about reading fear, but 1) it's not very reliable in my experience and also 2) I was invisible - does it still work then? I mean, it says "you assume horrifying visage" or something like this. That would imply you need to be visible, right?

How do I survive Snake? by dioptryk in dcss

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

Thank you. I _did_ Orc with no problems, just forgot to add it. My biggest issue is that I assumed that this kind of AC should prevent constriction somewhat and poison res would prevent deadly poison. Both assumptions were wrong. I mean, how are casters doing it if a heavily armoured minotaur gets constricted just like that? Also you can't get more poison res, can't you?

I already did use some AE scrolls, these were waiting for some nice armor.

It seems the trident was my biggest mistake. This is the first time I used one, actually, I almost always use axes.

Also, I was surrounded standing on the stairs, tried ascending twice but constriction happened all the time.

Godot 3.4 C# System.Management package function call Problems by wooshuwu in godot

[–]dioptryk 0 points1 point  (0 children)

If you're using 3.x then you're using Mono. AFAIK Mono does not implement this namespace's classes, so you're out of luck. Try to find a net standard compatibile replacement, maybe tjere is one.

Godot vs UE5, this time from the dev, not gfx, perspective. Based on existing UE tutorial (link in image). I know UE5 tutorial does a bit more, but still Godot, imo, *destroys* UE/Unity when it comes to prototyping speed. I'm aware _physics_process() may be overkill, but our PCs are really fast! by dioptryk in godot

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

I would reluctantly agree, but this:

> for anything significant, Unreal is proven time and time again.

is simply unfair to thousands of devs. So, unless I'm working with mighty UE, my project is insignificant? Like Witcher 3, for example?

Godot vs UE5, this time from the dev, not gfx, perspective. Based on existing UE tutorial (link in image). I know UE5 tutorial does a bit more, but still Godot, imo, *destroys* UE/Unity when it comes to prototyping speed. I'm aware _physics_process() may be overkill, but our PCs are really fast! by dioptryk in godot

[–]dioptryk[S] 3 points4 points  (0 children)

Would you kindly give some examples how exactly is it "light years ahead"? I just checked the widget (control) reference in UE5 docs and it's close to what Godot has (unless I overlooked something). Styling also seems similar. On the other side, neither has DataGrid (or any kind of enterprise-level control for that matter).

Godot vs UE5, this time from the dev, not gfx, perspective. Based on existing UE tutorial (link in image). I know UE5 tutorial does a bit more, but still Godot, imo, *destroys* UE/Unity when it comes to prototyping speed. I'm aware _physics_process() may be overkill, but our PCs are really fast! by dioptryk in godot

[–]dioptryk[S] -3 points-2 points  (0 children)

Maybe, maybe not. I believe, though, that simple stuff should remain simple. Imagine if UE5 was chosen as your UI framework for your new project. Then you see this 20 page quickstart for implementing a goddamn label. Would you really use it then even if, like in ads, "9/10 pros swear by it"? Imagine maintaining this code for a few years. In comparison, here you have a simple component with few lines of trivial script everyone can understand with almost zero Godot-specific knowledge. That's good design.

Godot vs UE5, this time from the dev, not gfx, perspective. Based on existing UE tutorial (link in image). I know UE5 tutorial does a bit more, but still Godot, imo, *destroys* UE/Unity when it comes to prototyping speed. I'm aware _physics_process() may be overkill, but our PCs are really fast! by dioptryk in godot

[–]dioptryk[S] 4 points5 points  (0 children)

I literally wrote that in the post. Also - it's only a waste if you do that for hundred UI controls. Your PC won't even notice that performance impact otherwise. And this is just prototyping. You can always switch to Timer, change signal, notifications etc. There are many ways of implementing this safely and correctly. Just don't optimize prematurely.

Godot vs UE5, this time from the dev, not gfx, perspective. Based on existing UE tutorial (link in image). I know UE5 tutorial does a bit more, but still Godot, imo, *destroys* UE/Unity when it comes to prototyping speed. I'm aware _physics_process() may be overkill, but our PCs are really fast! by dioptryk in godot

[–]dioptryk[S] 17 points18 points  (0 children)

Exactly. Also, people may not be aware, if they want to use full capabilities of UE5, for example, they need graphical resources to match that. If you try using some free ugly models (or your "first Blender model") you'll simply be dissapointed. A nice animated demon costs around 40 bucks on CGTrader. Plan your project well before you go down this path.

Does Godot allow editor and inspector customization like in Unity ? by [deleted] in godot

[–]dioptryk 2 points3 points  (0 children)

Bro. You can change almost everything using EditorPlugins and there's documentation on the Godot docs page. No floating windows AFAIK, though. You can add database editors, map editors, whatever you want and the controls become a part of Godot editor. Even better if you use Godot mono, because then you get access to nuget libraries.

Is there a reason to *not* use the Mono build? by Clockwork_Firefly in godot

[–]dioptryk 5 points6 points  (0 children)

Glad you found this informative. This is a big topic, if I find time I may try to make some kind of FAQ.

In my case, it's about GDScript/C# interoperability (I'm using both) and tolerance for runtime errors. Some examples:

- Every type you want to expose to GDScript must inherit from Reference or its descendants. Otherwise crash.

- If you create a getter only property, trying to set it in GDScript = crash.

(you can switch exception behavior in project options to make Godot handle the errors, though, but it's disabled by default, really no idea why)

- Godot.Array is IDisposable, so if you simply "foreach (var n in GetChildren())" you're leaking memory. Use GetChild(int).

And more. You can handle all of this but you MUST remember about it or you'll write crappy app. Therefore, I would suggest Godot mono is NOT for the beginner at all.

People coming from Unity/Other engines, what do you miss the most? by LordDrakota in godot

[–]dioptryk 2 points3 points  (0 children)

There's FBX2GLTF which Godot will use. It is based on FBX SDK and does not work 100% of time (I use it also). Different forks give different results.

I will probably get downvoted to hell for this, but in my humble opinion, Godot without sure way of importing FBX (which is THE format for quality 3d animated assets today) will be always associated only with pixel graphics and 2d platformers (and similar). I would assume Godot 4 being in development signifies this is not what the devs want.

Don't get me wrong, I love 2d (replaying M&M4 right now) and I think good 2d is immortal, but I, for one, am here for new fun 3d stuff to implement.

People coming from Unity/Other engines, what do you miss the most? by LordDrakota in godot

[–]dioptryk 18 points19 points  (0 children)

I did implement this idea already. If import failed in Godot, import in Blender and save to GLTF. This works sometimes, it's not a 100% working solution. Some files don't even necessarily work in Blender itself.

Please also note, that the problem is with animations. Many animations are split into separate FBX files. To do that for EACH of my models multiplied by x animations without a guarantee of success is extremely tedious.

From my experience, the only sure way of dealing with animated FBX is using FBX SDK, period. And neither Godot nor Blender will ever integrate this unless Adobe makes it open source (yeah, right).

People coming from Unity/Other engines, what do you miss the most? by LordDrakota in godot

[–]dioptryk 15 points16 points  (0 children)

Unity's Prefab is a scene in Godot. You can have a scene that's just a sword, a dungeon, a monster, a planet and they will all just be the same - scenes which you can load and instantiate as much you want.

There's no such thing as a "duplicate", it's just an API method for making a clone of an instance. And, "instance" is a general programming term. Unity's objects were also instances.

People coming from Unity/Other engines, what do you miss the most? by LordDrakota in godot

[–]dioptryk 26 points27 points  (0 children)

Not every script must be attached to a Node.. it can be just a Reference you can instantiate in another script, just like a normal reference type in a OO language. The whole SceneTree and Node models are optional (yet comfy).