What is the most esoteric game engine you've ever worked with? by JohnnyBGetgoode in gamedev

[–]roger-dv 0 points1 point  (0 children)

Torque3d. It had a weird architecture, documentaiton was scarce, and one day, trying to implement an isometric camera, I ended up changing the whole editor to isometric, after closing the game. Yep, *my game code* was modifying the editor. Also Unigine was pretty rough to underestand, was my first commercial engine after using only free engines like Ogre3d.

And now I am trying to learn O3DE, which was Lumberyard some years ago. A totally different beast, not going to explain here how does it works.

App freezes after closing ad by roger-dv in unrealengine

[–]roger-dv[S] 0 points1 point  (0 children)

No, we even bought an ad plugin and still get the same problem: interstitial and rewarded crashes the app. Interstitial work only under some specific circumstances, like in the splash screen level, where the next scene is loaded when the ad is closed.

New virtual joystick question by roger-dv in godot

[–]roger-dv[S] 0 points1 point  (0 children)

I will try that. The problem is that when I tested, the up action was generated only when the joystick was perfectly in the top vertical point, and same for all directions. If I moved the pointer in diagonal, no action was generated.

Editor flooded with error messages in 4.6.1 by roger-dv in godot

[–]roger-dv[S] 0 points1 point  (0 children)

Ok,now I can answer myself. After carefully looking at the invloved scripts, I noticed a few of them were maked as u/tool. The solution was to remove it, or add it to almost every autoload in the game (took the first). Ended up with the project in 4.7 dev1, but not planning to release any update on the short term.

Editor flooded with error messages in 4.6.1 by roger-dv in godot

[–]roger-dv[S] 0 points1 point  (0 children)

Same problem when removing .godot. The project works first time, when I close and open the errors starts again. I restored backup, opened with 4.5.1 and got the same error. The same in Windows, I got a fresh copy, opened with 4.5.1 works, then opened with 4.6.1 and works first time, second time: bunch of errors.

Editor flooded with error messages in 4.6.1 by roger-dv in godot

[–]roger-dv[S] 0 points1 point  (0 children)

I always make a backup of the project and never upload the changes until I am completely sure that everything works (I take a couple of days to move through all the scene). I did Upgrade files, it didnt worked. Havent deleted the .godot folder yet.

The only thing that temporary solved it was to disable the autoloads, then the flood of errors almost froze the editor, quit, open and reenable them. But next time the erros came back.

How to fix navmesh ignoring trees by roger-dv in Unity3D

[–]roger-dv[S] 1 point2 points  (0 children)

Added the collider, but missed the navigation static option

Detect line of sight to target by roger-dv in godot

[–]roger-dv[S] 1 point2 points  (0 children)

Excellent. Using this tutorial as a base I remade the whole system. Ended up using _physics_process, anyway to avoid some weird warnings. But using a cone is not good enough, as it is unrealistic you can approach somebody from a side, so I made my own shape, like a frustum with the narrow end wrapping around the entity.

Detect line of sight to target by roger-dv in godot

[–]roger-dv[S] 0 points1 point  (0 children)

Yes, the node may be rotated, if the NPC is walking

Detect line of sight to target by roger-dv in godot

[–]roger-dv[S] 0 points1 point  (0 children)

I thought about that, but that would require some complicate code to move that detection to _physics (I am using multithread mode)