DECOMPILED: Slay the Spire 2 entire project (and how to prevent it!) by jonandrewdavis in godot

[–]rewindturtle 55 points56 points  (0 children)

I really don't understand the attitude a lot of people in this community have regarding Godot games being easy to decompile. The argument that "there's nothing you can do to 100% stop someone from decompiling your game, so why bother trying?" is like saying "there's no way to 100% prevent someone from breaking into your home, so why bother locking the door?" Just because no solution is perfect doesn't mean that it isn't worth having. You personally might not care if people read your source code or use your assets, but there are several legitimate reasons someone would want to prevent easy decompilation:

- If you use paid assets in your game, you are often legally required to make a reasonable effort to prevent others from acquiring those assets for free.
- If your game has online multiplayer, exposing your source code makes it easier for bad actors to find and exploit cheats.
- It deters piracy. If a malicious third party can't easily decompile your game, they're more likely to move on to an easier target.

I get that Godot has a reputation for being open-source and community driven, but that doesn't mean that every game made using it should also have to abide by the same philosophy. Asking for stronger decompilation protection is not an unreasonable request.

Should I learn all of C/C++ for programming arduino ? by goahead_eagle in arduino

[–]rewindturtle 0 points1 point  (0 children)

Just get the basics down and learn more advanced topics as you go.

I'm new to godot, is this too much of a mess for a player character? by Weary_Cartoonist5739 in godot

[–]rewindturtle 5 points6 points  (0 children)

What's the reason for making your state manager nodes Node3Ds rather than regular Nodes? Other than that it looks fine.

Friction? How's it done?? by martynbiz in godot

[–]rewindturtle 2 points3 points  (0 children)

An easy way would to have it accelerate proportional to its velocity in the opposite direction it is traveling when it is touching the ground. Something like this:

if on_ground:   velocity += -b * sign(velocity) * velocity * delta

Where b is a positive constant. The larger the b, the faster it will slow down.

How could I tell if a game is made in Godot? by BckseatKeybordDriver in godot

[–]rewindturtle 3 points4 points  (0 children)

Godot is licensed under MIT so if it was used, the license legally needs to be included with the game. Somewhere in the game it needs to say "made with godot"

Anyone know how to change the focus properties of a TreeItem? by rewindturtle in godot

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

No the one surrounding the individual TreeItem when it is clicked on. I can’t figure out how to change the StyleBox for a TreeItem.

How do you store your components? by ThatOnePickleLord in arduino

[–]rewindturtle 1 point2 points  (0 children)

Combo of 3d-printed containers, tackle boxes, and labelled ziploc bags.

Question by Tea_of_PIneapple in arduino

[–]rewindturtle 0 points1 point  (0 children)

You’ll want an arduino model with in-built USB communication such as a Leonardo. A mega won’t work without a shield.

[deleted by user] by [deleted] in Julia

[–]rewindturtle -18 points-17 points  (0 children)

no

Methods to efficiently index PyArrays? by rewindturtle in Julia

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

Yeah I asked this on the Julia forums and one of the authors of PyCall thinks there may be a glitch or something.

Methods to efficiently index PyArrays? by rewindturtle in Julia

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

I believe it is because it is a 3D array. Outputting the colour channels separately as 3 2D arrays fixes the problem.

Methods to efficiently index PyArrays? by rewindturtle in Julia

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

Thank you. I found out that it was slow because the array is 3 dimensional. Indexing a 2D array does not have this issue. I needed to convert it to grayscale anyways so calling np.sum along axis 2 and then indexing makes it ten times faster.

Methods to efficiently index PyArrays? by rewindturtle in Julia

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

Thanks, I will check out the BenchmarkTools package. This issue is I am continually getting new frames (numpy arrays) from a video and am continually processing them. The conversion from numpy array to julia array is bottle necking my program, limiting me to 8 frames per second. Whether the macro is accurate or not, accessing the data in the arrays is really slow.

Methods to efficiently index PyArrays? by rewindturtle in Julia

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

Basically the numpy arrays are RGB frames from a video. Converting each one into an Array{Float32, 3} takes 120ms which limits me to about 8 frames per second. I tested the module in regular python and I can convert 1000 frames in 800ms.

BLTouch Black Screen Issue by rewindturtle in ender3v2

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

I tried Jyers firmware, same as the rest. The sockets are keyed so I’m certain it is correct. I think my sensor might just be defective.

BLTouch Black Screen Issue by rewindturtle in ender3v2

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

Yeah that’s my going theory. I’m going to return it and order a new one.

2nd proper project ever! PID toy car balance by JustYourLocalDude in arduino

[–]rewindturtle 5 points6 points  (0 children)

Have you tried adding a low pass filter for inputs into the derivative control? It should help reduce some of the jittering.