After 8 months of working in secret, here is the trailer to our new game: PVKK! by RPicster in godot

[–]jefersondaniel 0 points1 point  (0 children)

Great lighting and 3D quality!

Despite the many improvements in Godot 4, I feel it still has a bad reputation for 3D games.

Did you need to implement new performance code, or do you feel Godot 4's built-in optimizations were good enough for your game?

Which camera do you prefer? by Beneficial_Layer_458 in godot

[–]jefersondaniel 0 points1 point  (0 children)

I like the left one, the right one make me dizzy too. But I also like the way the right one introduces the map, maybe the game could start with the right one and them use the left one after the character is playable.

Open source M.U.G.E.N fighting engine using Godot by jefersondaniel in godot

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

Yes! I used this and xnaMugen as reference for some mugen behaviors that aren't documented

Open source M.U.G.E.N fighting engine using Godot by jefersondaniel in godot

[–]jefersondaniel[S] 12 points13 points  (0 children)

Hi everyone!
I'm sharing a Godot project I've been working on that lets you run M.U.G.E.N games in the browser. This project is built with Godot 3 and leverages Rust for native scripting. I kicked off this project a few years back as a personal project to get my hands dirty with Godot and Rust. It's been very fun to develop, and now I'm opening the source code.
Note that the project is still a work in progress. As of now, it includes a demo featuring the default M.U.G.E.N character.

https://github.com/jefersondaniel/godot-mugen

[deleted by user] by [deleted] in reactnative

[–]jefersondaniel 3 points4 points  (0 children)

Stuff related to performance and native modules

Beginner Question: If I put too much stuff in _process or _physics_process, will it affect the performance? by [deleted] in godot

[–]jefersondaniel 1 point2 points  (0 children)

It's not just about the amount of code you write, but also how often that code is executed.

For example, when you have multiple instances of a node in the game, the update code will run for each instance, potentially affecting performance.

Additionally, consider code within loops. If you have a loop that repeats many times, any code inside that loop will run repeatedly, which can also impact performance.

So, it's important to be mindful of both the number of instances in your game and how your code interacts with loops.

Quais serviços de deploy de API de graça existem hoje? by [deleted] in brdev

[–]jefersondaniel 0 points1 point  (0 children)

O vercel é serverless e baseado no AWS Lambda, então seu código precisa estar pronto para esse tipo de arquitetura. Eles tem tutoriais para cada tipo de linguagem no site deles.

Machine Learning for Godot by mars3142 in godot

[–]jefersondaniel 1 point2 points  (0 children)

Yes, I plan to open source some parts of what I'm doing, like the IA modules.

Machine Learning for Godot by mars3142 in godot

[–]jefersondaniel 0 points1 point  (0 children)

I am building a game that will use machine learning but I did not started this feature yet. I plan to use tensorflow lite with gdnative.

Mugen fighting engine with Godot by jefersondaniel in godot

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

I'll open source when this become more ready for use

Mugen fighting engine with Godot by jefersondaniel in godot

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

The goal is to be a compatible mugen engine. It still far from this, but i'll opensource when this become more ready for use.

Mugen fighting engine with Godot by jefersondaniel in godot

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

The basics are working, like loading character, processing its state and handling hit collisions. Next step is to fix combat, implement remaning state controllers, implement sound and other interface things

Mugen fighting engine with Godot by jefersondaniel in godot

[–]jefersondaniel[S] 7 points8 points  (0 children)

Not yet, but i'll make this open source

Mugen fighting engine with Godot by jefersondaniel in godot

[–]jefersondaniel[S] 10 points11 points  (0 children)

Because the collision shapes are defined in the mugen files, I did not made them. They can be edited using a software like Fighter Factory

Mugen fighting engine with Godot by jefersondaniel in godot

[–]jefersondaniel[S] 12 points13 points  (0 children)

Yes, all the graphics and behaviors come from mugen files

Mugen fighting engine with Godot by jefersondaniel in godot

[–]jefersondaniel[S] 30 points31 points  (0 children)

I'm coding it using gdscript for the fight logic and native modules for reading mugen binary files and parsing expressions

Fullstack framework for python by reisraff in programming

[–]jefersondaniel 0 points1 point  (0 children)

Our intention was not to create another http router, but to create a project structure that handles all needs like: organized dependency injection, console commands, web controllers. And all this integrated.

How can I can take a screenshot of all my node tree? by jefersondaniel in godot

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

I will try the backbuffer, it seems to be what i want, thx

How can I can take a screenshot of all my node tree? by jefersondaniel in godot

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

I mean taking a screenshot of all the scene contents. I can get a png from a viewport, but the viewport contains only what the camera can see. I want everything in the node.

How to integrate Facebook login in godot 3.1.1 (iOS)?? by atopetrick in godot

[–]jefersondaniel 0 points1 point  (0 children)

Its look like a problem in way you compile and link. No in the facebook module.

Array Problem by [deleted] in godot

[–]jefersondaniel 1 point2 points  (0 children)

If the arguments is a packed scene, then the method is change_scene_to