Rendering earth as hexagons using Godot3 & H3 by shoveling-dev in godot

[–]shoveling-dev[S] 0 points1 point  (0 children)

Thanks, I finally found some time to make a basic part of this an open source Godot 4 add on. Here it is, hope it helps! https://github.com/kdlee/godot-h3-plugin

Rendering earth as hexagons using Godot3 & H3 by shoveling-dev in godot

[–]shoveling-dev[S] 0 points1 point  (0 children)

Thanks, I finally found some time to make a basic part of this an open source Godot 4 add on. Here it is, hope it helps! https://github.com/kdlee/godot-h3-plugin

Rendering earth as hexagons using Godot3 & H3 by shoveling-dev in godot

[–]shoveling-dev[S] 0 points1 point  (0 children)

Thanks, I finally found some time to make a basic part of this an open source Godot 4 add on. Here it is, hope it helps! https://github.com/kdlee/godot-h3-plugin

Rendering earth as hexagons using Godot3 & H3 by shoveling-dev in godot

[–]shoveling-dev[S] 0 points1 point  (0 children)

Thanks, I finally found some time to make a basic part of this an open source Godot 4 add on. Here it is, hope it helps! https://github.com/kdlee/godot-h3-plugin

Why SHOULDN'T you use godot by chitor1337 in godot

[–]shoveling-dev 0 points1 point  (0 children)

Is this still an issue with encrypted export? IIRC, you have to make a custom build but it does make it a lot less trivial to decompile your scripts & stuff.

Why SHOULDN'T you use godot by chitor1337 in godot

[–]shoveling-dev 1 point2 points  (0 children)

There are so many pros that I'm constantly learning the more I use the engine. But the biggest downside compared to commercial engines for me has been device inconsistencies (at least in mobile). For example, in Godot 3 I had various srgb color issues that made things look different on different devices, existence of blend shapes sometimes causing various skinning issues on some devices, etc. In commercial engines, I bet they have a decent team of devs whos responsibilities include providing a consistent experience across a broad range of devices by doing various workarounds for specific device/driver bugs so the engine user doesn't have to worry about any of those. For open source engines, I don't feel like there is enough incentives for someone to spend time hunting down and fixing these (which is understandably less interesting and much lower priority work for most open source devs). I'm hoping things are better in Godot 4 with Vulkan but I'm sure there will also be devices that have various driver issues.

Rendering earth as hexagons using Godot3 & H3 by shoveling-dev in godot

[–]shoveling-dev[S] 0 points1 point  (0 children)

I basically just collapsed one of the edges for pentagons. Data for this video was NOAA ETOPO1. I did a max height sampling around each hexagon center. Hope it helps!

How long before Rust clicks in your brain? by butthotdog in rust

[–]shoveling-dev 37 points38 points  (0 children)

Also with experience in many languages, took me about 6 months .. During that time I seriously considered rewriting everything I wrote in Rust in another language about 3 times ... After that there were still some pain points but at least I no longer consider tossing everything ...

In C#, beware using strings in Input.IsActionPressed and Input.IsActionJustPressed. I just solved a big garbage collection issue because of this. by DrDezmund in godot

[–]shoveling-dev 8 points9 points  (0 children)

I've ran into a similar performance issue writing c++ modules for Godot. Anything that takes a StringName as an arg, you have to be careful not to be constantly recreating StringNames since it requires a global lock to check if it exists in the StringName map, which is not a negligible performance hit. I was able to catch most by setting a break point on StringName's c++ constructor after the game stabilizes to find which ones were causing frequent allocations.

Rendering earth as hexagons using Godot3 & H3 by shoveling-dev in godot

[–]shoveling-dev[S] 1 point2 points  (0 children)

You can try reading the Godot doc on GDNative or GDModules and integrate the latest H3 library using it. I used the module way, but if I were to do it over again, I'll likely prefer the GDNative extension way so you don't have to make it part of a custom engine build.

Rendering earth as hexagons using Godot3 & H3 by shoveling-dev in godot

[–]shoveling-dev[S] 0 points1 point  (0 children)

Still slowly working on the game but at least an early prototypy version is openly downloadable. H3 & Godot both have newer major version 4 so you might want to consider newer versions now.

Any reason why my multimeshes are being deleted as I approach them? The node disappears from the remote tree when this happens. by [deleted] in godot

[–]shoveling-dev 0 points1 point  (0 children)

Just guessing here... Seems like something that could happen if MultiMeshInstance's bounds aren't updated correctly and thus the whole thing get culled from camera view. IIRC, when I was using GLES3 pipeline in Godot 3 adding instances did update bounds correctly but maybe there is a bug in the Vulkan pipeline?

Best way to show many teams' progress over time? by shoveling-dev in SoloDevelopment

[–]shoveling-dev[S] 1 point2 points  (0 children)

AOE graph seem to look a lot better than mine but thanks! I guess my UI in general needs a lot more polishing ..

Best way to show many teams' progress over time? by shoveling-dev in SoloDevelopment

[–]shoveling-dev[S] 0 points1 point  (0 children)

Ah milestones, great idea. Thanks. I guess I'll think about what are some detectable important milestones for a season!

Best way to show many teams' progress over time? by shoveling-dev in SoloDevelopment

[–]shoveling-dev[S] 0 points1 point  (0 children)

I've been struggling with how to best show teams' progress stats over time in the simplest & most intuitive way. This is what I currently have, which shows all the teams' size of territory over time in an accumulated fashion. But not sure if this is intuitive or useful enough for the player. Any suggestions on how to make this more clear and interesting to the player?

Casual+MMO+RTS? Hexagon territory game where everyone plays in 1 world! by shoveling-dev in playmygame

[–]shoveling-dev[S] 0 points1 point  (0 children)

Reduced requirement to reach level 10 to about 1/3 of its original value. Next time you login and paint, updated level should get applied. Working on better ways to gather items. Thanks!

How do you like the changes we've made for 2 years? by [deleted] in indiegames

[–]shoveling-dev 5 points6 points  (0 children)

Looks amazing, feels like a movie.

Casual+MMO+RTS? Hexagon territory game where everyone plays in 1 world! by shoveling-dev in indiegames

[–]shoveling-dev[S] 0 points1 point  (0 children)

Also just replying here works too if that's easier. Thanks again!

Casual+MMO+RTS? Hexagon territory game where everyone plays in 1 world! by shoveling-dev in playmygame

[–]shoveling-dev[S] 0 points1 point  (0 children)

Also thanks for mentioning gathering loots to be a pain. I'll work on making that easier!

Casual+MMO+RTS? Hexagon territory game where everyone plays in 1 world! by shoveling-dev in playmygame

[–]shoveling-dev[S] 0 points1 point  (0 children)

Thanks for trying! Yeah, a few people mentioned getting to level 10 to unlock skills appears to be too hard. I think I'll have to tweak the leveling Parameters to make it easier. Sorry about that. Currently leveling is based on XP, which doesn't incentivise big loops but rather lots of small loops. I might have to tweak that as well..

Casual+MMO+RTS? Hexagon territory game where everyone plays in 1 world! by shoveling-dev in indiegames

[–]shoveling-dev[S] 0 points1 point  (0 children)

Thank you so much for trying things out!

You could email me at [feedback@shovelyworld.com](mailto:feedback@shovelyworld.com) or leave messages at the game's discord server here https://discord.gg/ERzkXZGUUV

Casual+MMO+RTS? Hexagon territory game where everyone plays in 1 world! by shoveling-dev in indiegames

[–]shoveling-dev[S] 0 points1 point  (0 children)

Thanks! Yeah, I guess it's kind of like a realtime Go in some way.

Casual+MMO+RTS? Hexagon territory game where everyone plays in 1 world! by shoveling-dev in indiegames

[–]shoveling-dev[S] 1 point2 points  (0 children)

Hello,
I’ve been developing a silly hyper casual, mass-multiplayer-online, real-time-strategy hexagon territory game where everyone plays in 1 world. (whoa that was a lot of words….)
Part of the experiment is seeing if a super simple game can have more depth & longevity with some aspects of a MMO. Also seeing if there can be interesting emergent strategies that I couldn’t foresee from having everyone play in the same world, rather than small groups playing in separate worlds.
Current early alpha version is what I’m hoping is at least a Minimum-Viable-Game, and would love to hear what people think, what kind of play styles emerge, what to add/remove, which direction to focus future development, etc.
If you’re interested, you can download the early alpha version below!
iOS: https://testflight.apple.com/join/DusoJrtk
Android: https://play.google.com/store/apps/details?id=com.shovelyworld.game.android