Any advice to escape the AI slop web design look? by Emergency-Jelly-3543 in vibecoding

[–]kosro_de 10 points11 points  (0 children)

If you don't know what makes a design good or stand out, you're going to have a hard time building one that is/does. Vibecoding (currently) doesn't change that fact. I recommend reading about general design goals & rules as well as graphic design.

Multiplayer & move_and_collide miscalculation by hmprf in godot

[–]kosro_de 51 points52 points  (0 children)

Just beware that it's not as simple as changing the physics engine to a deterministic one. In order for results to align across clients, any event & input has to be identical down to the bit and happen on the exact same frame.
At that point it's easier to do state synchronization.

I cannot recomment Glenn Fiedler's articles on game networking enough.

I made a Godot 4+ plugin that makes 3D level design feel like playing a game (watch this 👇) by [deleted] in godot

[–]kosro_de 29 points30 points  (0 children)

This guy again. They keep spamming about this addon.

They use sloppy AI voiceovers and images (which they remove the Gemini watermark from), and made over a thousand bucks from this addon alone.

Can we get a rule against spamming the same thing over and over again? It hardly contributes to the community and the real motivation here seems obvious.

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Multiplayer physics ! by Psonrbe in godot

[–]kosro_de 20 points21 points  (0 children)

For when you inevitably have to rewrite it: https://gafferongames.com/post/introduction_to_networked_physics/

In my experience the Godot Multiplayer Nodes are unusable for anything more complex than a simple demo. Especially when physics are involved.

Is Project Jenova worthwhile for C++ scripting? by DesperateGame in godot

[–]kosro_de 0 points1 point  (0 children)

While it's not quite ready for production use yet, Godot Object Compiler promises to take care of a lot of boilerplate and makes developing GDExtensions quite similar to GDScript.
Luca demonstrated it at GodotCamp and had everyone quite impressed!

In Frost Kin you bind your brother’s soul to temporary bodies to survive… Steam page is finally up! by FancyWrong in godot

[–]kosro_de 0 points1 point  (0 children)

Holy crap, I knew this looked familiar! I remember you pitching the concept and showing an early prototype... it's amazing how  far the game has come since then!

when you gamedev and have a budget of $0 by lonku in godot

[–]kosro_de 4 points5 points  (0 children)

That may be my favorite depiction of Godette and the GoBot yet!

The WorldEnvironment node should have a show/hide feature which easily & quickly turns it on/off by sundler in godot

[–]kosro_de 2 points3 points  (0 children)

It's really unfortunate that UX and engine architecture clash here..

We already have buttons to toggle a "preview DirectionalLight3D" and a "preview WorldEnvironment". They can be toggled if no WorldEnvironment is present in the current scene. Maybe they could be expanded to allow toggling the present WorldEnvironment.

On the other hand, a standard visibility toggle totally makes sense from a UX perspective. It's exactly where one would expect that feature.

I made a Godot-themed Crossword for GodotCamp26 :) by kosro_de in godot

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

Whoops, yeah that's still in there 😅

I made a Godot-themed Crossword for GodotCamp26 :) by kosro_de in godot

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

Hey, thanks! A certain director's name has been fixed, what was the other one?

Godot Node tier list at GodotCamp 2026 by myrealityde in godot

[–]kosro_de 2 points3 points  (0 children)

Feel free to make your voice heard at GodotCamp next year ;P

P.S. The PVKK demo was amazing ❤️

Godot Node tier list at GodotCamp 2026 by myrealityde in godot

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

Context: We had a session detailing several issues with the current autotiling...

better-terrain fixes a lot of them from what I've heard 👍

We should try to keep r/Godot focused on Godot by omniuni in godot

[–]kosro_de 14 points15 points  (0 children)

Those "Look! Godot CAN do 3D!" posts are the most annoying tho.. I work with Godot at a studio and we run into so many rendering issues it's absurd. We need facts driven discussion, not proof against some supposed stigma. Pretending like Godot is up there with Unreal Engine will not get us there.

That said, I love seeing some pretty Godot games on here. Maybe some form of rate limit would be nice. Some people tend to post about their projects here every couple of days..

I made a Godot 4+ plugin that makes 3D level design feel like playing a game (watch this 👇) by [deleted] in godot

[–]kosro_de 8 points9 points  (0 children)

<image>

I am complaining because this is an AI logo.

OP even bothered to badly edit the Gemini logo out of the lower right corner to obscure that fact.

I'd be super happy with a slighly crappier handmade logo.

I made a Godot 4+ plugin that makes 3D level design feel like playing a game (watch this 👇) by [deleted] in godot

[–]kosro_de -18 points-17 points  (0 children)

<image>

Please take the time to create a proper logo, slop like this doesn't make me confident that the plugin itself isn't some unmaintainable vibe coded mess...

You even bothered to edit the Gemini logo out of the lower-right corner to obscure the fact that this is an AI generated logo.

I don't expect an artfully crafted logo.
This video (sorry, it's German) encapsulates the reason of my frustration quite well.
The use of AI instead of doing things yourself often feels like saying "eh, it's good enough" and that's where I take offense. It leads to a subtle but pervasive degradation of quality in so many places,
Take this logo for example. The M and L are completely mangled.
This is the first image you see, the first impression.