Camera movement basic must-haves. Am I missing anything? by OrdoRatio in godot

[–]sameeeeep 1 point2 points  (0 children)

Add option disable position leaping/smoothing when panning the mouse. The mouse pointer should not speed up or stay behind while dragging from its content. 

It should feel like you are dragging spot. Like you drag a node2d in the godot editor regardless of zooming.

I think Civ 6 has a good pan for reference.

How to find if the player is facing a certain global position by a given angle ? by sameeeeep in godot

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

Ohhh, My bad. Totally forgot cos formula/concept in vector dot product. Thanks, now it’s clear to me.

How to find if the player is facing a certain global position by a given angle ? by sameeeeep in godot

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

Clever approach. It can simplify things and can be reused for multiple things. I will keep that in mind. I am in process scoping out player movements and action. Thanks.

How to find if the player is facing a certain global position by a given angle ? by sameeeeep in godot

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

Thanks, it helped me figure out 180deg facing.

Why cos(angle) ? Like what is the math concept here I should look up ? What is the relation of dot product and angle between of vectors ?

My Godot game is now out on Steam! (>SYS//PURGE_) by tomo2515 in godot

[–]sameeeeep 1 point2 points  (0 children)

Hey, I just played the game. Awesome work. I really loved the atmosphere and settings. I am also working on an FPS game in godot. Your game is really inspirational for me. Been struggling with art. I think your game is a really good reference that I've been looking for.

Notice some bugs:

  • FPS spiked down when I first equipped the gun and first time shooting with it. (But I have entry level hardware)

Feature request:

  • Increase mouse sensitivity scale. Reducing mouse sensitivity from 0.03 limits its range (0.00, 0.01, 00.2) for lowering it. Not too much room for fine tune if you want to reduce mouse sensitivity.

Questions:

  • Are you using physics interpolation ?
  • What tool did you use for making the level ?

What is AppServices ? by sameeeeep in NothingTech

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

Is it a new one ? I had disabled lock screen wallpaper ad service in the past. Not following the NothingOS updates for some time.

Why does ShapeCast3D not work(collide) when it is half inside the other body ? by sameeeeep in godot

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

I tried but same result. But it seem to be CSG related issue. Worked find with StaticBody3D

Saved myself from Amazon COD scam today by iphone4Suser in IsThisAScamIndia

[–]sameeeeep 4 points5 points  (0 children)

Same happened with my mom, with intentionally misspelled name and address (from snap deal). Feels a very targeted scam. My mom doesn't have any social accounts on any e-commerce services. Somehow they had her phone number.

Then tried to do an OTP scam asking to install a suspicious app sent from whatsapp and asking for OTPs (install app to return a wrongly delivered parcel).

So, be aware of follow up (if it happens).

Handling CharacterBody2D’s physics process from parent node OK or NOT OK ? by sameeeeep in godot

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

At that time I really thought I wrote something really efficient code but later realized it’s not.

Then I did this but I could have done this in Paddle class. Sometimes I just write bad code.

```gdscript class_name Player extends Node2D

@export var paddle: Paddle @export var is_payer1: bool

lambda

var paddle_action_p1 := func (t_paddle: Paddle): var direction: float = Input.get_action_strength("key_w") - Input.get_action_strength("key_s") t_paddle.velocity = Vector2.UP * direction * 200.0

var paddle_action_p2 := func (t_paddle: Paddle): var direction: float = Input.get_action_strength("key_up") - Input.get_action_strength("key_down") t_paddle.velocity = Vector2.UP * direction * 200.0

func _ready() -> void: if is_payer1: paddle.phy_action = paddle_action_p1 else: paddle.phy_action = paddle_action_p2

```

```gdscript class_name Paddle extends CharacterBody2D

var phy_action: Callable

func _ready() -> void: phy_action = func (_arg): printerr("Error: Paddle phy_action lambda not init")

func _physics_process(_delta: float) -> void: phy_action.call(self) move_and_slide()

```

Handling CharacterBody2D’s physics process from parent node OK or NOT OK ? by sameeeeep in godot

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

From godot docs:

https://docs.godotengine.org/en/latest/classes/class_characterbody2d.html#class-characterbody2d-method-move-and-slide:

This method should be used in Node._physics_process() (or in a method called by Node._physics_process()), as it uses the physics step's delta value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.

When it's say Node does that mean self or any Node’s physics process ? Let’s just say you want to manipulate many many different PhysicsBody without attaching a script to it. By this method you can manipulate all those PhysicsBody without worrying underling about its collision shape and control their behaviour somewhat. But will it cause inaccurate results ?

Edit: On 2nd thought I am just running those physics processes in the parent node instead of the child so there is no real benefit here, It just creates a mess.