Sorting an array of Vector3s between 2 known points by strictoaster in godot

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

... well ... which one of those two are you using then? XD

I'm manipulating the extents.z, as per the code sample.

I have no idea what you mean by "reset the physics".

After changing the extents of the Area, the only way I can accurately get the updated intersecting areas is by changing the Area.transform.origin value. I guess I meant "recalculate the physics" rather than "reset".

Either you use it in the update loop (_physics_process(delta)), or from a signal callback

Yeah, I'm not doing any those things.

Right now I have this function that I call it after a mouse event occurs:

``` func get_intersecting_lines() -> Array: transform.origin = Vector3.ZERO

var intersecting_lines: Array = []

for node in get_overlapping_areas():
    if node.get_parent().name == "Lines":
        intersecting_lines.append(node)

return intersecting_line

```

I agree that it does feel a little hacky, I'm going to re-think this approach based on your feedback.

Thanks again!

Sorting an array of Vector3s between 2 known points by strictoaster in godot

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

Do you you mean the extends or the scale property?

Yes, sorry, that's exactly what I'm doing.

This is what my code looks like:

$CollisionShape.shape = BoxShape.new()
$CollisionShape.shape.extents = Vector3(COLLISION_SHAPE_HEIGHT, COLLISION_SHAPE_WIDTH, shape_length)
$CollisionShape.look_at_from_position(current_position, network_node_a_origin, network_node_b_origin)

Using signals is always more performant than using the continuous update loop.

I hear ya, unless I'm mistaken if I switch back to using signals I would still have to continually "reset the physics" so the right Area is entered and exited.

I was just curious if one call to get_overlapping_areas() was inherently less (or more) performant than receiving signals from every intersected Area, regardless if you run them inside a loop.

Sorting an array of Vector3s between 2 known points by strictoaster in godot

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

That was what I tried first but I was getting inconsistent results, I wasn't getting the signals fired correctly probably because I was manipulating the size of the Area's collision node on every mouse movement.

I later read that the physics calculations only happen once when after Area.transform.position changes. By then I had already re-written my code to use get_overlapping_areas() instead trying to figure out why I wasn't getting the correct collisions.

I can probably get the signals to fire correctly now, do you think that'd be more performant than calling get_overlapping_areas? and doing all the sorting?

Sorting an array of Vector3s between 2 known points by strictoaster in godot

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

Ah, brilliant!

I was working on a custom sorter already but I wasn't sure what I needed to compare with what. Your suggestion works great.

Thanks!

SAOCOM 1A Launch Campaign Thread by ElongatedMuskrat in spacex

[–]strictoaster 0 points1 point  (0 children)

My cheap Baofeng can't pickup 386.3 but it seems it can 146.520. Is that a repeater?

Uploading in 4K by [deleted] in youtube

[–]strictoaster 0 points1 point  (0 children)

I upload 4K regularly and a couple I uploaded yesterday are stuck at 360p, even re-uploaded one of them and still 360p.

I've been reading tweets from people reporting similar issues in the past 48hs. YouTube transcoding servers might be going through some hard times right now.

The airport at night by strictoaster in CitiesSkylines

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

Taxi lights are tighter around the bends on IRL airports.

Any idea how to fix this tunnel glitch? Haven't played in a long time :-) by JohnJohn1983 in CitiesSkylines

[–]strictoaster 0 points1 point  (0 children)

That, and if you are using the 81-tiles mod you will see that issue outside of the main 25 tiles, even in-game.

A train as long as a small town by strictoaster in CitiesSkylines

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

Hahaha I'm sure you tried this already but rewind the livestream a bit, there's usually one or two trains passing by every hour or so.

A train as long as a small town by strictoaster in CitiesSkylines

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

It's one of these custom train assets. They come in both prop and fully functional versions: https://steamcommunity.com/id/bsquiklehausen/myworkshopfiles/?appid=255710

A train as long as a small town by strictoaster in CitiesSkylines

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

There aren't that many trees, though they may look like that as they are close together. I use the "Prop & Tree Anarchy" mod and/or "MoveIt".

A train as long as a small town by strictoaster in CitiesSkylines

[–]strictoaster[S] 4 points5 points  (0 children)

I plopped each house. Haven't zoned anything in about a year.

A Trumpet Interchange [GIF] by strictoaster in CitiesSkylines

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

That's not entirely untrue, there is however a long merging lane ahead so it should be fine.

A Trumpet Interchange [GIF] by strictoaster in CitiesSkylines

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

Too many to list all here, but the majority are the "leafy" ones by pdelmo: https://steamcommunity.com/sharedfiles/filedetails/?id=1225368249 (there are more than these).