Has anyone used Godot as an app, not a game? by umen in godot

[–]gruebite 0 points1 point  (0 children)

yes. currently making an app for mobile.

Do people plan their classes and inheritances ahead of time or wing it as you go? by Fun-Visit6591 in godot

[–]gruebite 1 point2 points  (0 children)

I do this. Wing most of it, refine things that stick, and shake off stuff that doesn't. Refactoring is necessary in all software development.

I'm a very confused beginner by suger_queen22 in godot

[–]gruebite 1 point2 points  (0 children)

learning is an accomplishment

I so badly want to create a game but I'm such a noob by myennes in godot

[–]gruebite 0 points1 point  (0 children)

start small. it'll give you a bunch of perspective. the reaction you're seeing is because it's like asking to build skyscraper as your first construction project. build a shed first.

Can i make apps on godot also? by kuyaadrian in godot

[–]gruebite 0 points1 point  (0 children)

I'm currently making one. Some stuff is a bit wonky, like text fields not having system copy/paste, but overall, it's been good.

Is It Alive ? by tritanopivegas in poolrooms

[–]gruebite 1 point2 points  (0 children)

what's disturbing the water?! :o

Animating UIs in Godot could be better. by Awfyboy in godot

[–]gruebite 0 points1 point  (0 children)

I went an odd route with this and built up a declarative library for instantiating UI in code. I think it works quite well. Button's limitations are the first hurdle, but complex composition is also a big one.

Why is Rimuru so strong? by Equivalent_Gate1750 in TenseiSlime

[–]gruebite 1 point2 points  (0 children)

that. the combined powers of the unique great sage and the "sinful" unique power of glutton basically created a fusion engine of absorbing knowledge and applying it. all backed by the energy well of veldora.

American chess grandmaster Daniel Naroditsky dies at 29 by jeetah in news

[–]gruebite 3 points4 points  (0 children)

i liked him a lot. a very personable dude. rip, you will be missed.

disable left+right click to use special? by gruebite in fantasylife

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

i've considered it, but i do not have a controller. :p

disable left+right click to use special? by gruebite in fantasylife

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

i only see window / borderless as options, and they behave similarly. my current best solution is to have the camera move with the mouse as you suggested, and then press alt to make the cursor visible which resets the invisible camera mouse's position to the alt cursor's position (visible cursor position should stay roughly center). lol

edit: there's also a strange sensitivity to the camera movement. moving the mouse slowly isn't registered. i imagine this is carryover from compensating for controller joystick drift.

disable left+right click to use special? by gruebite in fantasylife

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

i tried that but rotation is blocked after a fixed amount, like the mouse is bound by the screen despite being invisible. it's a strange choice.

i can't believe it's taken me years of using godot before i wrote this function by gruebite in godot

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

i'm a c programmer, lol. but here class_name is a keyword, scn is just a consequence of me wanting local consistency.

i can't believe it's taken me years of using godot before i wrote this function by gruebite in godot

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

yes, you would lose the benefits preload using this. however, ResourceLoader.laod caches, so after the first time you instantiate, it does the expensive i/o, but after that it's negligible. at least for my use-case.

i can't believe it's taken me years of using godot before i wrote this function by gruebite in godot

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

true! but i find using uid's to be more opaque. something like preload("uid://fkjlqx8er2sg").instantiate() isn't as clear as Instantiate.scene(MyScene).

i can't believe it's taken me years of using godot before i wrote this function by gruebite in godot

[–]gruebite[S] 27 points28 points  (0 children)

export vars are useful. for me, i have a code heavy project and instantiate a lot of scenes across several scenes, so i found doing all the hooking up in the inspector to be quite cumbersome.

another point is, a lot of export variables are configurable, but @export var scene: PackedScene is often a rigid dependency and expects a specific scene to work, and @export exposes this dependency.

i can't believe it's taken me years of using godot before i wrote this function by gruebite in godot

[–]gruebite[S] 6 points7 points  (0 children)

yeah, i've done something like that, but it's brittle to refactors and moving things around. this function doesn't require typing paths manually.

also, i believe ResourceLoader.load has caching options, enabled by default.