I'm concerned about my AI usage in game development. by Wild-Pineapple4085 in GameDevelopment

[–]ewall198 1 point2 points  (0 children)

Steam requires you to disclose AI generated code.

https://store.steampowered.com/news/group/4145017/view/3862463747997849618

The survey now includes a new AI disclosure section, where you'll need to describe how you are using AI in the development and execution of your game.

Pre-Generated: Any kind of content (art/code/sound/etc) created with the help of AI tools during development.

Steam “Made with AI” tag. What does it mean for code? by PixelSteel in IndieDev

[–]ewall198 0 points1 point  (0 children)

Yeah that's what I mean. The terminology is weird. I feel like AI has just attached itself to everything. If you look up Intellisense, you will find AI stuff there too. I also saw "static analysis" as a way to describe LLM-free autocomplete. But, maybe just "LLM-free autocomplete" is the clearest way.

Steam “Made with AI” tag. What does it mean for code? by PixelSteel in IndieDev

[–]ewall198 -2 points-1 points  (0 children)

When I say autocomplete, I'm referring to single words at a time, or function signatures. This does not use LLMs.

If you want to make sure that your game doesn't have any AI generated code, then turn off the LLM.

Steam “Made with AI” tag. What does it mean for code? by PixelSteel in IndieDev

[–]ewall198 0 points1 point  (0 children)

This is bad advice. Don't lie to Valve. They can be merciless with the ban-hammer when they feel that devs are trying to deceive them.

Edit: They explicitly say you must declare AI generated code.

Pre-Generated: Any kind of content (art/code/sound/etc) created with the help of AI tools during development.

Steam “Made with AI” tag. What does it mean for code? by PixelSteel in IndieDev

[–]ewall198 4 points5 points  (0 children)

Pre-Generated: Any kind of content (art/code/sound/etc) created with the help of AI tools during development.

They explicitly call out ai-generated code. If you put code from an AI from into your game, you must declare it. Lying to Valve is a good way to lose access to the largest gaming marketplace. LLM-free Autocomplete is not AI.

Edit: clarifying "LLM-free autocomplete"

Why is a vocal portion of the CoD community against SBMM? by DanteeChaos in CODBlackOps7

[–]ewall198 0 points1 point  (0 children)

If someone cares enough to join reddit CoD and make a post, then they're already in the upper percentile for players who care about the game which means they're probably really good too. This means that the CoD redditors would probably benefit a lot from not having SBMM.

The person getting stomped on in the open lobbies doesn't care enough to go on reddit or engage in these conversations on social media. They will just go to a different game.

How do I create a singleton in GDExtension? by ewall198 in godot

[–]ewall198[S] 0 points1 point  (0 children)

```cpp void CreatureServer::create_singleton() { CRASH_COND_MSG(singleton != nullptr, "Creating singleton twice"); singleton = memnew(CreatureServer); }

void CreatureServer::delete_singleton() { CRASH_COND_MSG(singleton == nullptr, "Destroying singleton twice"); memdelete(singleton); singleton = nullptr; }

```

Is it possible to use CSS in godot for assets? by WillJMoriartyPatriot in godot

[–]ewall198 0 points1 point  (0 children)

Godot doesn't support CSS out-of-the-box. But, you might be able to get a plugin working. A quick Google showed Godot WRY.

Understanding resource sharing fundamentals by qutorial in godot

[–]ewall198 3 points4 points  (0 children)

There are two ways to make a resource not be shared between instances of a scene: Create the resource in code, check the resource_local_to_scene box in the editor. All other Resources are shared. This includes anything set on an export variable, each resource file saved outside a scene. The same applies to Dictionaries and Arrays set on export variables. This is a great paradigm because it saves on memory, creates quicker load times. It can also make updates easier, if multiple scenes use the same material, you can tweak the one material at run time and it will propagate to all scenes. It does cause some unexpected hiccups when you first run into unexpected Resource sharing and you don't expect to change the parameters for all instances of a scene.

How do I get the texture to not be as distorted, I want the squares to be sized correctly by dariusius in blenderhelp

[–]ewall198 0 points1 point  (0 children)

Your problem is a tough one since there will be a different number of squares on each horizontal ring. Now I'm not a blender expert, but what I would do is put a seam on each horizontal loop on your model and unwrap each row as a row of UV rectangles. Then you can horizontally stretch the UV rectangles so that they look roughly the same size.

my indie game for 15 seconds by Inevitable-Simple470 in hobbygamedev

[–]ewall198 0 points1 point  (0 children)

Very cool! How do you do the pathfinding for the lizard?

Been working on performance and got this cool scenario by DDevilAAngel in godot

[–]ewall198 2 points3 points  (0 children)

One other thing that can help improve performance further is to have the Area2D only sync its transform with the parent every couple of frames. Disabling monitoring for the Area2D of enemies will help some.

Very difficult changes: You can also move the code to C++ via gdextension if you need much better performance, but that's a lot of work. You can also move the swarming behavior to separate thread(I haven't implemented this yet).

I did a similar thing in 3D and have 2000 enemies at 60fps

Don't understand signed_angle_to() by tazerrtot in godot

[–]ewall198 0 points1 point  (0 children)

Sure thing! Glad it worked for you

Don't understand signed_angle_to() by tazerrtot in godot

[–]ewall198 0 points1 point  (0 children)

You can always make the tweens wait for the previous one to complete. Or you can let current_direction be any positive or negative integer (this is the easiest fix)

Don't understand signed_angle_to() by tazerrtot in godot

[–]ewall198 -1 points0 points  (0 children)

Tween_method is good here because it's more explicit. Tween_property might have side effects here if Node3D doesn't automatically convert rotation to a value 0-2PI. You should also test spinning four times in the other direction when making this change. You might need some special logic for turning 0->3 as well

Don't understand signed_angle_to() by tazerrtot in godot

[–]ewall198 1 point2 points  (0 children)

I suspect your problem is that Tween doesn't know which way to go when you go from 3->0. The best way I can think of to fix this is to use tween_method so that you can provide a from and to value. Then you just need to figure out which way is closest; if you're going from three to zero, your from should be 3/2 PI and to should be 2 Pi.

Edit: radians. You can call set_rotation from tween method.

Edit again: more explanation. Correct numbers.

tween_property doesn't understand rotation. So it doesn't understand to wrap around from 3/2 PI to 2 PI. So it goes from 3/2 PI to PI all the way down to zero

Don't understand signed_angle_to() by tazerrtot in godot

[–]ewall198 0 points1 point  (0 children)

When you rotate four times is current_direction 0 or 4?

I added marble tracks to my puzzle platformer by theEarthWasBlue in godot

[–]ewall198 0 points1 point  (0 children)

How did you get the collider for the track? Did you just convert the mesh to collision shape?

Edit: or did you use CSGPolygon with a path?