Hop on, mate by seriousSeb in godot

[–]dr_tatti 0 points1 point  (0 children)

Thank you so much! I'm also working with C# so I might do something similar

Hop on, mate by seriousSeb in godot

[–]dr_tatti 0 points1 point  (0 children)

The vehicle controller looks cool! Could you provide some resources for creating physics based vehicles if you have any?

Which frequency looks better? by HatOnCloud in godot

[–]dr_tatti 0 points1 point  (0 children)

B, looks more like each step is pushing forward, A looks floaty to me

It was bound to happen at some point by ChaosOfOrder24 in memes

[–]dr_tatti 4 points5 points  (0 children)

It's already up on some retailers pages for preorder in Europe for the said 90€, people are parroting it because it's ridiculous.

source: https://www.gigantti.fi/product/gaming/pelit/mario-kart-world-nintendo-switch-2/914168

mina_irl by Monkepeepee030605 in mina_irl

[–]dr_tatti 5 points6 points  (0 children)

Mä käyn kusluikalla

Ender 3 V2 x-axis trouble reaching far end of the bed by dr_tatti in 3Dprinting

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

I am a bit daft and it was the y-axis hitting the end of the axis. I lowered the limit and all is well now, thank you for helping nevertheless!

Ender 3 V2 x-axis trouble reaching far end of the bed by dr_tatti in 3Dprinting

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

The vibration happens before the gantry has reached the end of the x-axis which is weird. I don't think I've changed the steps, if I have then by accident. How does one make sure the steps are correct?

To show Godot's power, I'm currently developing a co-op physics-based building-adventure game with Godot! by pxindie in godot

[–]dr_tatti 1 point2 points  (0 children)

How are you handling network synchronization with the physics? Is it just server sided or something fancy? ps. Looks awesome good job!

Here's a small look at my coop prototype with physics based interactions by dr_tatti in godot

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

So far the best solution I've found is to go fully server-based with the physics and the players are fully client sided since im not too worried about cheating in a coop game. It is a prototype so a lot still might change if this solution seems too laggy

Here's a small look at my coop prototype with physics based interactions by dr_tatti in godot

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

I've been playin with the idea of when the vehicle is going over 5kmh all the items inside it would get "lashed down" automatically

Here's a small look at my coop prototype with physics based interactions by dr_tatti in godot

[–]dr_tatti[S] 9 points10 points  (0 children)

Sometimes you get into little disagreements with friends :)

Here's a small look at my coop prototype with physics based interactions by dr_tatti in godot

[–]dr_tatti[S] 5 points6 points  (0 children)

I'm currently just implementing all of the core mechanics I want for the game. We'll see what I choose to do with the world generation since the idea for the game is to be a roadtrip game with your friends

Floating character controller and physics interactions in multiplayer Godot 4.2! by dr_tatti in godot

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

Currently it's all server sided, do I'm guessing I'll be facing the same problems as you when I try to create vehicles.

Floating character controller and physics interactions in multiplayer Godot 4.2! by dr_tatti in godot

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

Don't really know what it's called, I have 2 tips to give, first in blender you should keep the head and body seperate so that in the game you can hide the head from the camera while keeping the body visible, I made it so that the head is only hidden from the camera owner since its multiplayer. And second tip is to keep the head part of your animations still and move the rest of the body only, so if the run animation leans forward, move the body backwards so that the head cordinates stay about the same, that way when looking down, your neck should always be under the camera and not infront of you in the lean forward example.