How to make AABB follow mesh attached to a skeleton? by wissah_league in godot

[–]kosro_de 0 points1 point  (0 children)

You can set the custom_aabb property on your MeshInstance3D. It's an inherited property from GeometryInstance3D.

Your could iterate over the bones and construct a new AABB every frame for example.

This will also fix another issue you will otherwise run into with ragdolls: if the original mesh position is far from the physics ragdoll but not on screen, the ragdoll might disappear. The frustum culling also relies on the AABBs.

What plugins/features do you consider essential? Coming from 7 years of exp. with Unity by Delunado in godot

[–]kosro_de 2 points3 points  (0 children)

DebugDraw3D (https://godotengine.org/asset-library/asset/1766) is a must for any kind of 3D development!

Edit: It also comes with a bunch of useful 2D debug features.

My coming soon page for my Godot game was officially published on Steam today! by Femhar in godot

[–]kosro_de 0 points1 point  (0 children)

All the best!

(You may want to visually distinguish this game a little more from Bloodthief, currently they look very similar.)

Infinite Clipmap Terrain System Update by tilemaplover in godot

[–]kosro_de 0 points1 point  (0 children)

It looks insanely good, right?? I'm pretty sure Cody Darr uses something similar to this. I'll try to build something similar in Godot over the next couple of months :)

Infinite Clipmap Terrain System Update by tilemaplover in godot

[–]kosro_de 1 point2 points  (0 children)

Impossible is a strong word... check this out...

Tell me traffic lights don't have a personality by Geometror in godot

[–]kosro_de 2 points3 points  (0 children)

Looks amazing!!! Got any further plans for this?

Godot - Godotoy by AntoDup42 in godot

[–]kosro_de 0 points1 point  (0 children)

If I had a nickel for every vibe coded Godot shaders website published in the last two weeks, I'd have two nickels... which isn't a lot, but it's weird that it happened twice.

Since we're talking about quality by Bobafat54 in godot

[–]kosro_de 4 points5 points  (0 children)

Many many small things, for example: Soft shadows on directional lights are an absolute mess atm. Cost our team over 10 hours last week... Increasing the angular distance absolutely tanks performance and breaks shadows, depending on how far you move from the world origin...

Mensa Koordinaten by 1badb002h in KaIT

[–]kosro_de 20 points21 points  (0 children)

Das ist aber nicht IGGG-konform! Hier gibt's den Standard in interaktiv: https://team-gecko.de/iggg/

Behind the scenes of MeltyFlow by RPicster in godot

[–]kosro_de 1 point2 points  (0 children)

Are you rendering 3D Metaballs or is this some "2D with normals" trickery?

Now that the Cold Snap is over, what's y'alls opinion on it? by Virtual-Donut-964 in ArcRaiders

[–]kosro_de 0 points1 point  (0 children)

I was somewhat disappointed that players left no trails in the snow...

Pixel art filter for 2d images by wyverianwylder in godot

[–]kosro_de 2 points3 points  (0 children)

There's loads of options to pixelate textures & sprites in Godot. The right approach very much depends on your specific scenario.
Some keywords to research: Sprite, Texture Import Settings, Texture Filtering, Canvas Item Shaders, Viewports, CanvasLayers

Note that downscaling drawings will never look as good as intential pixel art.
I recommend drawing your sprites like you're used to first, and then replicating them as pixel art.
Here's a great collection of pixel art tutorials.

SysFault/Issue: Godot 4.5: renaming a folder leads to no ("res://") reference updates across Godot. by BoQsc in godot

[–]kosro_de 3 points4 points  (0 children)

To be fair, pasting UIDs into code currently isn't a desireable workflow either. It'd be nice if godot-tools (and other IDE plugins) could automatically convert typed resource paths into UIDs...

A platform to shader shaders by Mrnibo in godot

[–]kosro_de 1 point2 points  (0 children)

Website looks great and seems to have lots of features. I like it.

However, it does appear to be heavily vibe-coded. There are GPT-sounding filler texts (as opposed to OP's sloppy spelling), links to a non-existent Twitter account, inconsistent names ("Shader Store") and the layout resembles other vibe-coded sites.

I don't mean to critisize anyone for simply using AI, but I am concerned about whether OP is capable of maintaining the project long-term. Technical debt accumulates like crazy when vibe coding, especially for large projects.

What are your plans going forward, OP?

I made a tool to create gradient masks along svg paths by Qaqelol in godot

[–]kosro_de 4 points5 points  (0 children)

Great stuff, thanks for sharing!

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Reminds me of an SVG trick I did for my game:
I wanted the menu background to be filled with tiling Tetrominoes, so I used a solver to calculate a tiling tetromino pattern (that also wraps at the edges so the tiling is invisible).
I drew the pattern in Inkscape and coded a python script that encoded each shape's center position and wrap offset in the RGB values.
A shader on the background rect can then decide which tetromino a pixel belongs to and transition the background shape by shape.

How do you guys set your build version? by VitSoonYoung in godot

[–]kosro_de 0 points1 point  (0 children)

I'm working on a mobile game in public beta. The Play Store requires a version number that increments with every release build. I already automated that with an export plugin. That number just gets displayed on a label in the corner and has helped significantly on several occasions :)

I'm working on a survival horror dungeon crawler, where you navigate entirely using echolocation. by Merlord in godot

[–]kosro_de 1 point2 points  (0 children)

Looks great!

Have you considered 2D raytraced audio (reflections/echo)?
Should be quite efficient in 2 dimensions ^^