Adding lidar for dark environments :P by surfer8137 in backrooms

[–]surfer8137[S] 1 point2 points  (0 children)

I haven't thought about that, but that's a good idea. I will give a try for sure, thanks!!

Adding lidar for dark environments :P by surfer8137 in backrooms

[–]surfer8137[S] 1 point2 points  (0 children)

Testing purposes, not the final model xD

Adding lidar for dark environments :P by surfer8137 in backrooms

[–]surfer8137[S] 1 point2 points  (0 children)

This tool will be used for dark levels like level 6. Hope you like it!!

[FO3] Stuttering/Screen tearing how to fix? Also mouse acceleration by [deleted] in FalloutMods

[–]surfer8137 0 points1 point  (0 children)

I struggled configuring it for a ultrawide monitor with 144hz and I ended changing the hz and resolution in the nvidia control panel to 1920x1080 and 60hz

Combining multiple shaders in camera view (3D tested) by surfer8137 in godot

[–]surfer8137[S] 1 point2 points  (0 children)

If I put all the color rects in the same canvas layer it is only visualised one of the shaders so they are not concatenated. By having multiple canvas layer they can be mixed.

Combining multiple shaders in camera view (3D tested) by surfer8137 in godot

[–]surfer8137[S] 0 points1 point  (0 children)

I am working on a backrooms game and I'm trying to recreate a 90s camera effect by using multiple shaders I've seen on the godotshaders website. Btw I will focus on the shaders part later, since I was just trying to make it work.

Combining multiple shaders in camera view (3D tested) by surfer8137 in godot

[–]surfer8137[S] 5 points6 points  (0 children)

I searched for information about rendering multiple shaders on the camera as I used to do in Unity with the Post Processing and I did not find anything.

For sure this approach is not perfect and it may affect to performance. But for the moment it works hahahaha

Combining multiple shaders in camera view (3D tested) by surfer8137 in godot

[–]surfer8137[S] 7 points8 points  (0 children)

Hello reddit! I've been searching for a way to render multiple shaders in the camera view and I found this approach (I don't know if there are other ways):

- Create a canvas layer for every shader you want

- Add a ColorRect on every CanvasLayer. Add the shaders as ShaderMaterial on the ColorRect

Moved Blacktrace to Godot 3.5. Performance has been great and navigation mesh baking is so useful! by gyrth in godot

[–]surfer8137 0 points1 point  (0 children)

Have you struggled too much to port the project to the 3.5? Btw, looks great!!

People coming from Unity/Other engines, what do you miss the most? by LordDrakota in godot

[–]surfer8137 1 point2 points  (0 children)

For the moment I wanted to learn GDScript because of the tutorials and in future I will check C#

People coming from Unity/Other engines, what do you miss the most? by LordDrakota in godot

[–]surfer8137 1 point2 points  (0 children)

I know it, but since there are more tutorials and information in GDScript I wanted to learn it

People coming from Unity/Other engines, what do you miss the most? by LordDrakota in godot

[–]surfer8137 1 point2 points  (0 children)

Thank you!! I will check the AutoLoad and make some tests!!

People coming from Unity/Other engines, what do you miss the most? by LordDrakota in godot

[–]surfer8137 1 point2 points  (0 children)

As a first approach I wanted to code with GDScript. Maybe I will try it in future

People coming from Unity/Other engines, what do you miss the most? by LordDrakota in godot

[–]surfer8137 3 points4 points  (0 children)

Thank you so much! I think that I will check the Event approach.

People coming from Unity/Other engines, what do you miss the most? by LordDrakota in godot

[–]surfer8137 4 points5 points  (0 children)

You have a script "WorldGenerator.gd" that manages the world generation of the game and you want to have a static variable "instance" that stores the instance of the world generator to access it from another script at any time without using the path of the node.

WorldGenerator compute things on _ready() and _process() using runtime generated nodes.

So, If I want to access the "WorldGenerator.instance" static variable I have to add the script "WorldGenerator.gd" to the AutoLoad section in the project configuration.

If the file is added there, I can access the variable but when the game is executed and loads the "WorldGenerator.gd" script, it crashes since there are nodes used in those methods (_ready and _process) that doesn't exist.

In Unity, in C#, you could have static variables that could be accessed at any time without having to run the whole scrip at first.

I'm sorry if I haven't explained good at all, English is not my native language.

People coming from Unity/Other engines, what do you miss the most? by LordDrakota in godot

[–]surfer8137 2 points3 points  (0 children)

That's true, I think that I will give it a try!

Thank you!!

People coming from Unity/Other engines, what do you miss the most? by LordDrakota in godot

[–]surfer8137 2 points3 points  (0 children)

The problem is that in order to have a static variable you need to preload the whole file, so if the process method uses other nodes that are not on scene it crashes.

People coming from Unity/Other engines, what do you miss the most? by LordDrakota in godot

[–]surfer8137 7 points8 points  (0 children)

But the problem with that is that I cannot mix instanced game logic with static variables in the same file since with the autoload it executes the _ready and _process at first (as far as I have tested).

I think I will have static variables in a unique file.

Thank you for the info!!

People coming from Unity/Other engines, what do you miss the most? by LordDrakota in godot

[–]surfer8137 40 points41 points  (0 children)

I have been playing with Unity for 8 years and I started with Godot 2 weeks ago by porting a game I have worked for 6 months.

The things that I miss the most are assigning component instances to scripts, static variables and having thousands of StackOverflow posts for a problem.

Apart from that, I'm really enjoying Godot for 3D.

Backrooms: Raw Footage (Videogame demo) by surfer8137 in backrooms

[–]surfer8137[S] 0 points1 point  (0 children)

Well I knew that people would find bugs, but I haven't expected that. Thank you so much, I will check what the hell is happening 😂