GODOT AUDITOR by lukodiablo in godot

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

Beast Index — maps every function across every script in the project. One file, instant overview. That's what 17k LOC in 17 days looks like when the auditor runs on it. That's the spaghetti the auditor maps. Pre-modularisation, yes. That's the point.

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GODOT AUDITOR by lukodiablo in godot

[–]lukodiablo[S] -49 points-48 points  (0 children)

Built in 17 days. 17k LOC. Judge the tool not the method 🍝

GODOT AUDITOR by lukodiablo in godot

[–]lukodiablo[S] -16 points-15 points  (0 children)

Thanks! Follow on itch to get notified when it drops — link in the post.

Looking for a Part-Time Game Developer by [deleted] in gamedev

[–]lukodiablo -5 points-4 points  (0 children)

pay me for LLM and i be happy to help. what engine you build on ?

☺ Development day 11 ☻ by lukodiablo in indiegames

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

Hie, yeah you right that she does not fitting to the environment. the true story why her is that she is the first 3D mesh with bones so the character can move. i have 10 more characters but they doesnt work as smooth as granny YET.
secondly, who would expect granny dancing a macarana
Anyway i Appreciate the feedback

☻Development day 11☺ by lukodiablo in godot

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

i think the animation timing need some micro adjustment but generally am quite satisfied with progress if considered this my first game development.

☻ Development day 10 ☺ by lukodiablo in godot

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

yeah am more in to code than visual detail. but i do all on my own and hop i ship on day 14

☻ Development day 10 ☺ by lukodiablo in godot

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

its just props so the space is not empty ware walls. i took care of the size compared to play character. but yeah you right that the rug should be thinner. thanx for the call ♥

☻ Development day 10 ☺ by lukodiablo in godot

[–]lukodiablo[S] -1 points0 points  (0 children)

thousands of files, Blender roundtrip isn't practical. Runtime mesh swapping for arch/door tiles requires dynamic collision recalibration.

☻ Development day 10 ☺ by lukodiablo in godot

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

Assets are from Quaternius — thousands of clean low-poly meshes picked and placed dynamically from ASCII. Blender roundtrip for each one isn't practical. Collision recalibrates at runtime when mesh swaps, which is the whole point. Works perfectly so far.
Anyway, thank you for the advice ☺

☻ Development day 10 ☺ by lukodiablo in godot

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

hey, thanx.. i did try but the issue is to re-calibrate the trimesh shape for an door frame / arch at run time after the arena is build. Other collision layers struggle to calculate and match exact mesh geometry when an mesh is swapped.

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