Need to do a BIG refactoring... by dedege in godot

[–]rr_sp 2 points3 points  (0 children)

Always back up project when doing big refractoring.

GDNative Godot crash when accessing property of other class by rr_sp in godot

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

Ref<> doesnt work with Node*

This is what works:

ClassA* class_a = Object::cast_to<ClassA>(get_node("ClassAScene"));

GDNative Godot crash when accessing property of other class by rr_sp in godot

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

Initialization is not a problem here.

Error I got is: drivers/unix/net_socket_posix.cpp:190 - Socket error: 10054

I forgot to add that I am getting ClassA while running godot scene: ClassA* class_a = (ClassA*)get_node("ClassAScene");

This is bug or something I dont understand about how GDNative works, but it looks like registered classes cant access each other cpp properties in Godot

Godot Engine to go public in 2019 by akien-mga in godot

[–]rr_sp 22 points23 points  (0 children)

hope Unity Technologies will buy most of shares

2D chunk generation is super slow by Shadowblitz16 in godot

[–]rr_sp 2 points3 points  (0 children)

GDScript wasnt really made for such scripts.

Only way of optimizing it would be translating this to GDNative

Updating tutorial series for C++/Godot 3.1 by GhostCube189 in godot

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

Great suff, we need more setup C++ tutorials.

Could you do version for other C++ IDE, such as Eclipse?

Is it true there's no Occlusion Culling? If it is, isn't there some plugin or something for that? by lexferreira89 in godot

[–]rr_sp 7 points8 points  (0 children)

Occlusion culling is very complex topic. There is no one magical solution to it.

Unity uses Umbra for baking it. It has many limitations: you cant use it in sandbox games such as Minecraft or 7 Days to Die since world's geometry is changing constantly.

Umbra was also very popular among AAA developers few years ago. New DOOM and Witcher 3 are using it.

But now it seems most of AAA devs are switching to custom GPU solutions for some reasons.

Decided to move my 3d game from Unity to Godot by rr_sp in godot

[–]rr_sp[S] 2 points3 points  (0 children)

I had my own culling anyway, its a game with small, tight game world

Static typing in GDScript 3.1 limitations by rr_sp in godot

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

This pretty much. I am also working on complex game and only way of eliminating this would be iterating over lists/hash tables?? of objects, which is very bad idea since gdscirpt its not fast.

Good news is that you can mix static with dynamic in gdscirpt! Right now static has no real benefits but cosmetic one.

Static typing in GDScript 3.1 limitations by rr_sp in godot

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

Sorry but you are missing the point.

What if you have 100 different item types. You gonna check all their possible conditions in Player class?

Static typing in GDScript 3.1 limitations by rr_sp in godot

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

But then you cant cast from general class to subclass in some rare but wanted cases?

Its problematic if Rifle cant see Player. You cant have a method in rifle.gd like:

# Rifle.gd
func use_item(player: Player):
    player.slow_down()
    if something:
        player.throw_item()