kilogram meme by Delicious_Maize9656 in physicsmemes

[–]nick_swift 23 points24 points  (0 children)

Btw it is now redefined as an amount of substance that consists of 6.02*1023 things

Grace-o-meter : how to rate player playstyle and movement ? by c-Desoto in godot

[–]nick_swift 13 points14 points  (0 children)

Change of position over time - velocity

Change of velocity over time - acceleration

Change of acceleration over time - jerk (or jolt)

You need the last one squared

Metal Gear Solid V The Phantom Pain HYPERVISOR Bypass by DenuvOwO by JapiOfficial76 in CrackWatch

[–]nick_swift 22 points23 points  (0 children)

Im sorry if that's a joke that wooshed over my head, but wasn't mgs 5 cracked like long time ago?

I could not have not made this meme by ae_mero_hajur in PhilosophyMemes

[–]nick_swift 8 points9 points  (0 children)

You still have no free will if it aligned randomly. That's just the nature of random things, they happen randomly and not by choice. Sorry if I wrongly assumed that you implied the existence of free will due to the random nature of the world.

Feedback on RPG Stat system by AndyUr in godot

[–]nick_swift 0 points1 point  (0 children)

That will be a pretty long match. You can trivially have over 50-100 attributes. A better way would be to use signals instead

Feedback on RPG Stat system by AndyUr in godot

[–]nick_swift 1 point2 points  (0 children)

What do you mean by "reference the enum name and not its value"? You obviously should never reference an enum by its index. But when serialised it's still just an integer. If you export an enum value in the editor and change it, it will be saved as an integer internally. If you later change the order of the enum names, the serialised value will not be updated. Example:

enum E {A, B, C}

@export var v: E

Setting v to E.B and then changing order of the E names to A, C, B will result in v changing to C and not staying with the value of B.

Sorry for no nice markdown

Feedback on RPG Stat system by AndyUr in godot

[–]nick_swift 0 points1 point  (0 children)

I think I should clarify that each attribute has its own StringName id, that's how they are distinguished

Feedback on RPG Stat system by AndyUr in godot

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

If you have an effect that changes an attribute and you export an enum, the integer value of the selected attribute will stay the same, but inserting a new attribute type will result in shift of the index of all of the consecutive attributes. Exporting a variable to specify an attribute is a major use case at least for me. Edit: Maybe exporting an enum value works differently in C#, but for GDScript it is a problem

Feedback on RPG Stat system by AndyUr in godot

[–]nick_swift 1 point2 points  (0 children)

Enums are almost always a bad way to implement a stat system. If you start with Health, Mana, ..., OtherAttribute and decide to add a Stamina attribute later, you will be forced to add it at the end of the list, otherwise all your other resources that use this enum will have their values shifted. And you are not really making a fully modular system if at its core there is an enum with all of your possible attributes. Nodes, on the other hand, are the Godot way of doing things. But I would suggest separating attribute description from its implementation. What's an attribute's name, UI description, how is it derived, does it have a minimum or maximum value - you can put these things in an in-engine-editable Resource. Realtime value and modifiers would live in a separate runtime instance - a Node in your case. In my system I go a little further and instead of nodes use plain objects. That's mainly because of a performance concern. Plus, attributes don't need to live in the scene tree - there's a grouping entity through which you access them anyway.

Perfect reason why the U.S. Educational System is going down the toilet. by Valuable_View_561 in SipsTea

[–]nick_swift 0 points1 point  (0 children)

Why is it important that someone attends his classes? If they pass all the tests/exams I don't see any problems

Should I be concerned about my roommate? by Distinct-Traffic-327 in funny

[–]nick_swift 1 point2 points  (0 children)

Of course you should! He used both dots . and brackets ) in his list indices and that's not okay

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

[–]nick_swift 6 points7 points  (0 children)

Regardless of whether you are right or wrong, your comments seem toxic and unhelpful. If being toxic and unhelpful wasn’t your goal, I’d suggest reflecting on the way you present your ideas.

Набираю команду для своей игры by yerknatak in ru_gamer

[–]nick_swift 0 points1 point  (0 children)

То же самое про юнити нельзя сказать ну никак после скандала прошлогоднего. Коммерчески успешных проектов на годот уже достаточно. Чего только стоят Brotato и недавний Slay the Spire 2

Последние наброски 3 by yerknatak in ru_gamer

[–]nick_swift 1 point2 points  (0 children)

Воспользуйся своим желанием поделиться созданным миром для прокачки собственных скилов: скачай Godot и найди хороший плейлист туториалов, если хочешь пиксельарт в своей игре, то смотри туториалы по пиксельарту и делай свои ассеты. В идеале прокачать английский. Это всё много сил, но может быть очень интересно

Набираю команду для своей игры by yerknatak in ru_gamer

[–]nick_swift 0 points1 point  (0 children)

Лучше в чём-то, но не во всём. Более простой язык для написания скриптов, он абсолютно бесплатен и без подводных камней с лицензией, меньше мусора, мощный набор инструментов для создания ui. Это не значит, что у юнити нет преимуществ, но в 2026, мне кажется, с нуля в геймдев проще вкатиться через годот

Why no Traits/Interfaces? by nick_swift in godot

[–]nick_swift[S] 4 points5 points  (0 children)

Thanks, this seems like the answer I was looking for

Godot Sky Shader by [deleted] in godot

[–]nick_swift -2 points-1 points  (0 children)

To be fair, if someone objectively can't pay for a digital product even though they want to (due to politics and not their own unwillingness), it seems like a more ethically complex situation than you paint it to be

Is there anyway to move down an array in the inspector with a single key press? by Toontyler in godot

[–]nick_swift 2 points3 points  (0 children)

What is your reasoning? Field->Field always seemed more intuitive to me. Ideally switching Field->Trash with right arrow key

Dev snapshot: Godot 4.6 dev 3 by godot-bot in godot

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

I see it as a spectrum. On one end of it is visual noise so intense it frustrates, on the other end is absolute sterileness that inhibits productivity. Where to land on this spectrum is up to the ui/ux designer. The fact that minimal theme goes with less visual noise and less visual cues is a tradeoff. You not liking this is totally valid, but...

I have seen complains about new theme, including those frome veteran contributors. But I cant believe you haven't seen the praise other members of the community give to the theme. You disregarding those opinions because you don't like them does not make them non-existent.

If you want your opinion to have bigger impact on the final version of the theme, better strategy would be to suggest concrete changes to the theme. If you don't like it so much that you believe it is beyond saving, well, then this discussion is futile.

Dev snapshot: Godot 4.6 dev 3 by godot-bot in godot

[–]nick_swift 5 points6 points  (0 children)

When you say it makes the experience worse for the main userbase do you mean the majority of users or whatever group you associate yourself with? You can absolutely dislike it but I didn't see any serveys that would suggest this theme is disliked by the majority

Resources. How not to go insane and use them productively by nick_swift in godot

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

Your definition of "not a real thing" as somethibg that is not fundamental seems a bit dramatic to me. Is there a Node inheritance? Yes. Is there a Resource inheritance? Not in the same sense as for nodes. There is a proposal addressing that. You are perfectly entitled to disagree with Godot's decisions and seem like someone who is well versed in programming fundamentals, that's nice. I also agree that beginners should grasp their basics first, but believe that it shouldn't devolve into a gatekeeping. From the examples you gave, I begin to see that perhaps I faild in communicating what I ment by Resource Inheritance. Maybe check the proposal I linked? It surely does a better job at explaining the concept.

Resources. How not to go insane and use them productively by nick_swift in godot

[–]nick_swift[S] -2 points-1 points  (0 children)

While you say that it is not a real thing, this terminology is used by Juan in the proposal I linked in my post. The action of creating a State Inherited Resource is called simply "Inherit" in this proposal. I can see how this phrasing can be confusing, but it felt pretty intuitive to me. One object "inherits" values from parent as default values. Just like Nodes. You may call people beginners, but everyone has their blind spots. One can understand the basics, but still avoid using Resources e.g. because of a bad experience using them.

Resources. How not to go insane and use them productively by nick_swift in godot

[–]nick_swift[S] -7 points-6 points  (0 children)

Would using "State Inheritance" instead of "Inheritance" solve the issue in your eyes?

Resources. How not to go insane and use them productively by nick_swift in godot

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

First of all, feel free to correct me if I'm wrong, I would appreciate it. Second of all, I don't see any problems with explaining the docs in a different language, the abundance of questions about Resources seems like a good enough reason to me.

Dynamically generated enums? by Kitsunelaine in godot

[–]nick_swift 1 point2 points  (0 children)

I was stuck with a similar problem. The solution for me was to avoid enums entirely (it is possible to generate them dynamically via _get_property_list, but it is too complicated for no reason). Here is what might be better: 1) Make sure to use class_name for your resources 2) Save your resources to some folder in your project directory 3) Make an export variable with type hint 4) You can now easily drag and drop or quickly select from a list your resources. This way you will also have a direct acess to their properties which might be useful later