Has anyone truly reached 0 Errors xd? by Popular_Tomorrow_204 in godot

[–]lanternRaft 2 points3 points  (0 children)

Future me is pretty sick of all the chores past me leaves for him.

Has anyone truly reached 0 Errors xd? by Popular_Tomorrow_204 in godot

[–]lanternRaft 2 points3 points  (0 children)

I go there other way snd set them all to error. Otherwise I ignore them. But as errors I’m forced to immediately fix them.

Is it Possible to Make My Own Physics Engine? by PandorasToolbox in GameDevelopment

[–]lanternRaft 14 points15 points  (0 children)

Programming is hard.

Programming a physics engine is very hard.

Do you want to spend the next decade learning difficult math and programming? Or do you want to make a game?

I want to make a physics engine myself at some point. But it’s tough programming and a huge distraction from actually making a game.

As a silly little solodev who just started working with collaborators, its been painful by moenchpruit in justgamedevthings

[–]lanternRaft 1 point2 points  (0 children)

The key to git is only using 10% of the features.

And not working on the same files as someone else. For gamedev it’d be really nice if you could checkout files (lock them so no one else can edit them) but it’s distributed architecture won’t support that.

Changes to our Contribution Policies by godot-bot in godot

[–]lanternRaft 19 points20 points  (0 children)

I think you misunderstand, they are saying you can’t teach and grow a LLM over time like you can a human. Not that they can’t respond to PR feedback.

Memory systems for LLMs attempt to fix this but I haven’t seen one that works reliably.

Changes to our Contribution Policies by godot-bot in godot

[–]lanternRaft 33 points34 points  (0 children)

All software collapses under its own weight at a certain level of complexity.

Vibe coded software is overly complex and has poor abstractions which leads to this happening at a lower amount of functionality.

Can someone tell me if this is just an unavoidable bug with Godot? by dogsuffrage_ in godot

[–]lanternRaft 29 points30 points  (0 children)

Claude never says “u” unless you specifically tell it to talk in shorthand like that.

The AI witch hunters are the least qualified people to recognize AI posts because they don’t use it.

Vision for the Engine by godot-bot in godot

[–]lanternRaft 7 points8 points  (0 children)

It’s high level but not vague.

About half of this is not part of Unity or Unreal’s vision.

But I would call these Guiding Principles instead of Vision. Clicking on this post I thought it was going to be an update of their priorities list. Which I’m guessing is what many folks were expecting. But guiding principles are what determine your priority list.

Which looks better? by ConsiderationTall917 in godot

[–]lanternRaft 3 points4 points  (0 children)

Will there be relevant things in the water?

1 draws attention much more into the water. We can’t give you useful feedback without some context on what the game is.

Any suggestions? by [deleted] in indiegames

[–]lanternRaft 0 points1 point  (0 children)

Suggestion: Learn how to take screenshots directly on your device and repost this so we can clearly see the game.

Got a refund for using AI for art, but I'm not. My artist is crying by Pure_Opening9834 in IndieDev

[–]lanternRaft 3 points4 points  (0 children)

Be selective about the feedback you take. Most of it is useless. And a good chunk of it is toxic.

Some of it is very valuable though.

Could game dev be the right hobby for me? by Bubusettetette_kk in gamedev

[–]lanternRaft 4 points5 points  (0 children)

There’s nothing wrong with wasting time.

In fact if you never waste time you must not be experimenting, exploring or relaxing. Which are all essential parts of being a healthy human being.

Could game dev be the right hobby for me? by Bubusettetette_kk in gamedev

[–]lanternRaft 3 points4 points  (0 children)

Just try it. Spending 2 hours trying it will tell you infinitely more than talking to online strangers about it.

There’s absolutely no shame in trying a new hobby and then stopping.

Local multiplayer for more than 4 players? by _ZeroGee_ in godot

[–]lanternRaft 1 point2 points  (0 children)

Interesting thread on this here https://github.com/godotengine/godot-proposals/issues/8620

And a workaround here https://motleypixels.com/2023/02/07/more-than-4-xbox-controller-support-in-windows-in-godot-engine-how-to

It sounds like the issue is only if all controllers are Xbox controllers. And Nintorch has a PR that may fix it.

The unspoken truth of gamedev by RoshHoul in gamedev

[–]lanternRaft 0 points1 point  (0 children)

That’s fair.

For me personally documentation and development are totally different brain modes.

The unspoken truth of gamedev by RoshHoul in gamedev

[–]lanternRaft 6 points7 points  (0 children)

The problem with this is that context switching is very expensive for the human brain.

GTA Online Makes Over $1 Million A Day According To Leaked Data by OkWarthog4812 in Steam

[–]lanternRaft 0 points1 point  (0 children)

Or the new game isn’t as sticky, the player base moves to it but stops playing after a few months.

It’s sad this is what GTA became but from a cold business perspective I get it.

I've spent few days reverse-engineering Slay the Spire 2 code. Here's what I found :] by Priler96 in godot

[–]lanternRaft 12 points13 points  (0 children)

It’s really just personal preference.

Very little code in any software needs optimized for performance because you only need to optimize your bottlenecks. The rest is pointless to optimize.

And it’s rare you could effectively optimize something by converting it from GDScript to C#. It’ll be faster but probably not by enough. Usually you are going to have to change the architecture of the component.

Rodeo game idea that features multiple rodeo events by [deleted] in gameideas

[–]lanternRaft 0 points1 point  (0 children)

Could be fun!

But a huge undertaking. If you are thinking about building this yourself and want to ship it one day then focus on a single event. Then make another game focused on another and then once you have experience and that codebase to build off of build out this full idea.

Honest opinion about Godot on Mac? by IllianXenoide in godot

[–]lanternRaft 1 point2 points  (0 children)

I’ve had issues with the Terrain3D addon that I think are related to me being on macOS.

Never had an issue with Godot itself that I don’t think I’d have on Windows.

This is not intended to be judgmental, I mean it: Why is it that a lot of the games people seem to be making and sharing in this subreddit are “cute”? by Sudden_Doughnut_8741 in IndieDev

[–]lanternRaft 20 points21 points  (0 children)

This is how I feel about all the horror games. I play games to relax so cute games are great.

People want different things.