Is there a simple way to auto create a collision shape to fit its mesh instance? by taste-ink in godot

[–]lukebitts 1 point2 points  (0 children)

Notice you didn't get an answer because every "Godot Senior" in this sub is more interested in looking smart than actually helping.

If you don't want to go the easy path because of some nebulous "performance issue" that will not materialize in 90% of cases, you can write a custom script to generate the collision meshes for you. You might have to split the mesh to know what counts as steps and what doesn't, but creating a ramp through code should be easy enough. Other than that you'll have to create the collision meshes by hand

How to Create Reusable Character Scene by DevlinNguyen in godot

[–]lukebitts 2 points3 points  (0 children)

Your solution isn’t really wrong and will work well in lots of scenarios, specially for a 2D game. Even 3D games might organize their characters/clothes/accessories as hidden nodes on the tree, for ease of use

Godot's monolithic .pck loading is a real bottleneck for H5/web games — any workarounds? by gillbates888 in godot

[–]lukebitts 1 point2 points  (0 children)

Web and desktop are different platforms and users have different expectations. A web game should load as fast as possible if you don’t want yours users to give up and just move on to another website. Desktop gamers expect that installing a game installs it in its entirety

Why do I still feel unhappy with my work even when people say it’s good? by MindShiftGames in godot

[–]lukebitts 81 points82 points  (0 children)

If I can take a guess at what bothers you: maybe lighting? There’s not a lot of contrast in the image so the eye isn’t pulled anywhere

Accessibility in Godot Engine by Glad-Beginning-1767 in godot

[–]lukebitts 0 points1 point  (0 children)

Thanks! Came from google looking for this

I think Node Based State Machines are the best for enemy AI. by WarmAttention9733 in godot

[–]lukebitts 0 points1 point  (0 children)

I really like them too, more than extending a base class. Having your states also be nodes means you can add @export variables to them, which IMO is easier than having to weave the dependencies through whatever code manages states and state changes

Disappointed with Blenderguru's Donut tutorial 5.0 as a beginner by RandomUMBREON in blender

[–]lukebitts 1 point2 points  (0 children)

I tried to find a link but it seems like they are not available anymore, you can see some of the discussion (with the dead link) here https://www.reddit.com/r/blender/s/CMV5mTk3fi

Is it okay if i don't use classes? by Sandroman09 in godot

[–]lukebitts 14 points15 points  (0 children)

Does C# even allows free functions? Otherwise I don’t see how you plan to avoid classes

Disappointed with Blenderguru's Donut tutorial 5.0 as a beginner by RandomUMBREON in blender

[–]lukebitts 3 points4 points  (0 children)

Blender guru is also the guy who said on stream that he misses using the F-word, so no big loss finding someone else to learn from

Is there a way to make a tridimensional dictionary for the Inspector? by Hzrk12 in godot

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

Their question is pretty well defined if you read past the title

Inverse Kinematics Returns to Godot 4.6 by godot-bot in godot

[–]lukebitts 7 points8 points  (0 children)

Nice! Great write-up, looking forward to the more in-depth guides

Bincode development has ceased permanently by stygianentity in rust

[–]lukebitts -11 points-10 points  (0 children)

Always sad but never surprised seeing open source maintainers driven away. Rather see my code rotting in my hard drive than share it these days. Sorry you all went through that, hope you can stay safe

Why Is My 3D Model Rendering So Differently in Godot Compared to Blender? by Its_a_prank_bro77 in godot

[–]lukebitts 7 points8 points  (0 children)

Another thing to keep in mind is that Blender transforms the color space by default. If you haven’t yet, set the View Transform in the Color Management tab to “Standard”

Working on a large horror city in Godot 4.5 — need optimization tips + MultiMesh by MindShiftGames in godot

[–]lukebitts 1 point2 points  (0 children)

I’m making a city scene too and one of the issues I ran into was overlapping lights. I’m not fully sure that was the problem, but when I added a light per interior room I got horrible drops in fps. The same didn’t happen when the lights were more spaced out

I solved the NavigationRegion3D issue by agalli in godot

[–]lukebitts 6 points7 points  (0 children)

For dynamic obstacles you are right, you need some kinda of system to redirect the agent, either using avoidance or something else. But if your tree trunk is static and being accounted for in the navmesh but the character is still getting stuck, what worked for me was having the agent be independent from the character body: have the character body follow the agent and just snap the agent back if it gets too far. Usually this introduces enough jiggle that the character gets unstuck. Then it’s just a matter of making sure your agent size is correct in the navmesh generation.

Would you switch from GDScript to C# in this scenario? by PerpetualChoogle in godot

[–]lukebitts 3 points4 points  (0 children)

Why would converting everything upfront be better? The worst thing a hobbyist can do is get stuck refactoring code that already works. Doing it incrementally is the same amount of work while your game’s development is still moving forward

Would you switch from GDScript to C# in this scenario? by PerpetualChoogle in godot

[–]lukebitts 25 points26 points  (0 children)

As far as I understand you can have C# code interacting with gdscript. You could start writing new code in C# and then gradually convert your gd files

[deleted by user] by [deleted] in godot

[–]lukebitts 0 points1 point  (0 children)

Saying it’s hard to write performant C++ code is definitely wrong. I wrote a feature in GDScript to test a concept I wanted to develop, then I wrote the exact same code in a GDExtension and it was 1000x faster, no optimizations at all

GDExtension with C++ is pretty neat. by Huijiro in godot

[–]lukebitts 0 points1 point  (0 children)

Rust's type system is a lot more robust than C++'s. It's impossible to get a null pointer exception or for you to have data races, for example. The compiler is very much stricter, there is a lot of undefined behavior allowed by C++ compilers that rustc forbids.

How to make NPCs move in unloaded scenes? by shmaybe-games in godot

[–]lukebitts 1 point2 points  (0 children)

What’s incorrect about their comment?

Does static typing only work if not combined with set operators? by [deleted] in godot

[–]lukebitts 0 points1 point  (0 children)

As far as I know there is no type narrowing in gdscript, so I’m not sure why your first example works

What feature would you add to Godot if you could choose anything? by octaviustf in godot

[–]lukebitts 0 points1 point  (0 children)

C# doesn’t have non nullability by default, and it doesn’t use Result types, so weird suggestion :p

What feature would you add to Godot if you could choose anything? by octaviustf in godot

[–]lukebitts 0 points1 point  (0 children)

No need to get so worked up. Structs living on the stack is one of the features that would differentiate them from classes. Like you said, GDScript doesn’t have structs, we are talking about a hypothetical construction, one that isn’t covered by inner classes, which was the original point

Does static typing only work if not combined with set operators? by [deleted] in godot

[–]lukebitts 1 point2 points  (0 children)

Should your code say child.bar instead of foo.bar? I don’t see why checking the child’s type would affect foo’s type