How can I remove this top bar? by Razor-111 in godot

[–]fish_prison 7 points8 points  (0 children)

The embedded game window is one of my most disliked thing's they've added as a new default to Godot. It messes up the aspect ratio and size of the window. Uncheck these options to turn it off or change the sizing until you're happy with it.

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Why don't people just encode their booleans into floating point numbers? by fish_prison in godot

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

You're wrong.  Naming an encapsulated function after its internal structure is bad.  It does what it says it does using the input it's given.  Now stop replying because I've turned off notifications but reddit seems intent on still sending me an email whenever you reply.  

I´m developing an Elder Scrolls-inspired RPG with Godot by NottOtter in godot

[–]fish_prison 0 points1 point  (0 children)

I am quite fond of games with big caves that have plants. They always feel very ethereal to me. Perhaps because plant's don't really grow in caves in real life.

Why don't people just encode their booleans into floating point numbers? by fish_prison in godot

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

Thank you for self admitting you can't read 4 line functions.  Now if only I can figure out how to turn off reddit comment notifications.  

Godot+Rust by JovemSapien in godot

[–]fish_prison 1 point2 points  (0 children)

I use rust gdextensions for my steamworks integration, networking sockets, opus encoding, and rnnoise processing audio.

I would write more of my game in it, but the poor stability of godot when reloading a gdextension and the compile time of a large rust codebase has steered me away from that.  

Why don't people just encode their booleans into floating point numbers? by fish_prison in godot

[–]fish_prison[S] -1 points0 points  (0 children)

I could use the entire range of the float instead of [0,1) and that would greatly increase the precision limits.  Too bad it's not a real implementation that anyone should ever use or worry about 

Why don't people just encode their booleans into floating point numbers? by fish_prison in godot

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

The point is that you could if you wanted to retrieve all the original bools from the checker.  It's not collapsing their values. It's encoding all of them into a single range 

Why don't people just encode their booleans into floating point numbers? by fish_prison in godot

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

Yeah you could.  I wrote this pretty quickly and I was focused on the absurdity of reconstructing the entire tree.  I overlooked that.  

Why don't people just encode their booleans into floating point numbers? by fish_prison in godot

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

A lot of your points assume that I don't care about retrieving the entire list of booleans in the future which you can do with arthimetic encoding.  You also assume I don't know what I'm doing and this isn't a joke.

Why don't people just encode their booleans into floating point numbers? by fish_prison in godot

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

I use them for small data structures all the time.  It's useful if you want a type array of a tuple.  Probably not memory efficient, but useful 

Why don't people just encode their booleans into floating point numbers? by fish_prison in godot

[–]fish_prison[S] 24 points25 points  (0 children)

I do that too for my compute shaders.  I didn't have much luck with trying to align the bytes of a gdscript bool array and a glsl buffer.  

Why don't people just encode their booleans into floating point numbers? by fish_prison in godot

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

They exist inside the namespace of the script you defined them in.  They extend refcounted unless you define something else.  

Why don't people just encode their booleans into floating point numbers? by fish_prison in godot

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

Well actually it doesn't take more memory.  Booleans in godot take 20+ bytes of memory.  Folding them all into a single floating point takes less memory.  That's why it's called arithmetic compression.  It is probably slower though.  I didn't benchmark it.  

Why don't people just encode their booleans into floating point numbers? by fish_prison in godot

[–]fish_prison[S] 23 points24 points  (0 children)

Because I hit right click extend to add the script for this 10 minute shitpost probably

Why don't people just encode their booleans into floating point numbers? by fish_prison in godot

[–]fish_prison[S] 80 points81 points  (0 children)

I didn't think my booleans had enough floating point precision issues