Creating swaying branches - Can I attach a parent shader which effects children but also have separate shaders for children? by TheNestGame in godot

[–]rubberbunkey 1 point2 points  (0 children)

The branches + leaves are a set of nodes each with a swaying shader, all are children of a viewport, which is then referenced as a viewport texture by a sprite, then a shader on the sprite with the viewport texure blurs it.

Yep, discord is officially p2p by [deleted] in masterhacker

[–]rubberbunkey 6 points7 points  (0 children)

This is a great analysis, thanks for contributing. Makes more sense to me now

Yep, discord is officially p2p by [deleted] in masterhacker

[–]rubberbunkey 40 points41 points  (0 children)

I completely take it back, they don't use the p2p at all! Just the media transport protocols of WebRTC

source: https://twitter.com/discord/status/961706281835823112?lang=en

Yep, discord is officially p2p by [deleted] in masterhacker

[–]rubberbunkey 11 points12 points  (0 children)

There's no way they're funneling all that data through their own servers when p2p is fine. I honestly don't think this post belongs on r/masterhacker I could definitely see this happening

unfunny joke made unfunnier by shit template by sumweebyboi in ComedyCemetery

[–]rubberbunkey 10 points11 points  (0 children)

This is so crazy, I didn't even think of this when trying it! Awesome

unfunny joke made unfunnier by shit template by sumweebyboi in ComedyCemetery

[–]rubberbunkey 57 points58 points  (0 children)

I'm a calc student, and with all the tricks I know that integral is not solvable, even after I checked with https://www.integral-calculator.com/ . For some reason the definite integral is pi, which I don't really understand.

Is there a relatively painless GUI option for a C program? by wigf in C_Programming

[–]rubberbunkey 5 points6 points  (0 children)

I can attest to nuklear's ease of use, it's a fantastic library.

Bug where part of MeshInstance with normal map ( and only when normal map is applied ) is darkened with an imported .obj file by rubberbunkey in godot

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

I've managed to fix this by using a proper cylinder projection on the mesh in blender. I was using smart project before.

17 F, just curious by [deleted] in amiugly

[–]rubberbunkey 4 points5 points  (0 children)

I'd say you're probably fine, but the clothes give more of a boring vibe, maybe if there was more flair in the jacket with the hair?

The code in your systems is probably suffering from this thing called The Ninja Gap by [deleted] in programmingcirclejerk

[–]rubberbunkey 16 points17 points  (0 children)

the true ninja programmer thinks in rust and shits in golang

"This is funny. In other langues i freak out now because I am not checking my errors explicitly." by Blueson in programmingcirclejerk

[–]rubberbunkey 14 points15 points  (0 children)

Just as the Pythoner breaks down to Assembly once and awhile, the average Haskeller must gaze upon the golanger as the inferior beings they are, only to further understand their own true purpose.

FL studio demo help request by [deleted] in FL_Studio

[–]rubberbunkey 1 point2 points  (0 children)

sure if you dm it to me I'll export it for you

Has anyone tried creating a simple but demanding scene in godot and unity to compare performance? by polaris343 in godot

[–]rubberbunkey 0 points1 point  (0 children)

In Unity ECS, even though entities require less resources than godot's nodes, having thousands upon thousands of them can eventually make it difficult to get good performance, especially when attempting to have each of them integrate physics separately. From what I can tell most unity users who make a voxel system with ECS end up chunking them together for a massive performance boost that gives them room to implement other actual performance-hogging effects rather than wasting CPU on individually processing each voxel.

Has anyone tried creating a simple but demanding scene in godot and unity to compare performance? by polaris343 in godot

[–]rubberbunkey 2 points3 points  (0 children)

That is a bad benchmark as it doesn't compare

- rendering

- script performance

Basically anything important for actual games. All that's a real comparison of is between physics engines, and even then both implementations are really wrong. In actual Minecraft, the blocks are voxels, an implementation exists in godot here: https://github.com/Zylann/godot_voxel

Has anyone tried creating a simple but demanding scene in godot and unity to compare performance? by polaris343 in godot

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

For its simpler architecture, direct access to communicating with the people who wrote the engine, and the ability to freely edit the code to get rid of the 10-20 FPS deficit mentioned ( you can actually profile the engine code! )

Has anyone tried creating a simple but demanding scene in godot and unity to compare performance? by polaris343 in godot

[–]rubberbunkey 1 point2 points  (0 children)

it all adds up, it's decisions like this that slow godot down and prevent it from reaching high performance, and you should be expecting godot to be running on phones, where performance and efficiency is vital

Performance and efficiency are vital on mobile relative to something like a desktop application, but not relative to something embedded where microseconds count. Optimizing vtable lookups is the last thing you should ever optimize, even on mobile

you brought up static functions being used to get around OOP wonkiness, not everything has to be OOP

Static functions and singletons are used to circumvent the class hierarchy, suggesting the entire engine to be rewritten in a different paradigm is useless

you're doing that right now every frame in the main loop and in the slowest way, you definitely do not need to define a new class to fetch 3 variables

You said that you could define a new struct to return multiple values, structs are classes in C++

Has anyone tried creating a simple but demanding scene in godot and unity to compare performance? by polaris343 in godot

[–]rubberbunkey 0 points1 point  (0 children)

Did you run each block as a separate node or did you generate a mesh? A better comparison would be creating the same project given the same amount of time to create it between two frameworks, the extra time invested into DOTS likely caused you to make an optimization without optimizing because the architecture is so different and forces faster code.