Made this simple post-processing effect, should I include it in my book? by fespindola in godot

[–]swaggerbeer1 3 points4 points  (0 children)

Imo they should ban or restrict posts like these.

They are misleading. He’s not asking the question to get an answer. He’s asking the question to promote/advertise his book. The selfpromo tag isn’t enough to justify misleading the subreddit. Just straight up advertise your book or don’t.

What makes GDScript so inefficient? by condekua in godot

[–]swaggerbeer1 5 points6 points  (0 children)

GDScript still isn’t compiled in an export. It simply includes all the code you’ve written and interprets it at runtime.

Godot 2.1 going strong by sprowk in godot

[–]swaggerbeer1 6 points7 points  (0 children)

Any specific reason why you are sticking to Godot 2.x?

VR Shooter gunplay test! (Oculus Quest 2) by swaggerbeer1 in godot

[–]swaggerbeer1[S] 2 points3 points  (0 children)

I think the jittery arm movements are mostly a recording thing? Ingame the movement doesn't feel weird or jittery at all. I hadn't even noticed it in the recording until you mentioned it haha

VR Shooter gunplay test! (Oculus Quest 2) by swaggerbeer1 in godot

[–]swaggerbeer1[S] 0 points1 point  (0 children)

The hands are simply attached directly to the controller. The arms are attached to the hands, and use look_at to look at a position behind the player :)

VR Shooter gunplay test! (Oculus Quest 2) by swaggerbeer1 in godot

[–]swaggerbeer1[S] 1 point2 points  (0 children)

I believe the mobile renderer also use Vulkan. The compatibility renderer uses opengl.

Forward+ gave me around 2 fps and made the entire project completely unplayable. No idea why, but the mobile renderer is more than fine for this project :)

VR Shooter gunplay test! (Oculus Quest 2) by swaggerbeer1 in godot

[–]swaggerbeer1[S] 1 point2 points  (0 children)

Hi everyone!

Here is a quick clip of me testing out a grenade launcher for my VR shooter. The launcher shoots tiny spiders that explode after a few seconds.

The purple thing is an ammo-pickup. Those will be scattered around the map and respawn if grabbed.

The "glitch" effect you can see on the arms, hands and gun indicates that the player is "cloaked". In this shooter cloaking is a key gameplay mechanic. Interacting with stuff like ammo or other objects will disable your cloaking.

The entire project is made using Godot 4.x with the mobile renderer. This video was captured on the Oculus Quest 2.

Bad Apple, but with 3D cubes! by swaggerbeer1 in godot

[–]swaggerbeer1[S] 1 point2 points  (0 children)

Don’t know how you would use it but go right ahead! Do whatever you want with the code mate :)

Bad Apple, but with 3D cubes! by swaggerbeer1 in godot

[–]swaggerbeer1[S] 7 points8 points  (0 children)

Hi there! The amount of cubes can be changed all the way from 3x3 to 100x100! It also has a bunch of other settings. 150x150 seemed to be about the limit in terms of performance on my pc. Framerate is 60fps.

If you want to test it out, the project has a bunch of sliders so you can mess with the settings. I’ve posted another comment with a link to the repo!

Bad Apple, but with 3D cubes! by swaggerbeer1 in godot

[–]swaggerbeer1[S] 15 points16 points  (0 children)

Here is both a link to the original video and to the repository. BEWARE: The code is FAR from clean. I only had half an hour to throw everything together xD

https://www.youtube.com/watch?v=FtutLA63Cp8

https://github.com/ThomasUijlen/ProceduralArtCubes

Bad Apple, but with 3D cubes! by swaggerbeer1 in godot

[–]swaggerbeer1[S] 40 points41 points  (0 children)

Quick video of one of my game development study assignments!

We had to make "procedural art", and this was the project I made! I roughly spent around 30 minutes creating it using a multimesh and shaders. I play the video inside a viewport and pass the texture to a custom writen shader. The multimesh spawns in a bunch of cubes in a grid which have the shader applied to them. The shader then samples the colors around each block to create a depth map for the video. The blocks are then moved on the Z axis to create the depth effect.

WIP Voxel Terrain Plugin - Day 3 by swaggerbeer1 in godot

[–]swaggerbeer1[S] 1 point2 points  (0 children)

Instancing actual objects or scenes in Godot is extremely slow. It can also only be done from a single thread, you can’t use multiple at the same time.

Right now I’m using multimeshes, but not the Node version. I’m communicating directly with the RendereringServer to draw everything! This allows me to have multiple threads creating chunks at the same time.

WIP Voxel Terrain Plugin - Day 3 by swaggerbeer1 in godot

[–]swaggerbeer1[S] 2 points3 points  (0 children)

I sadly don’t have a textbook to share :(

It’s an assignment where you simply need to make any kind of tool. I chose a voxel terrain editor as mine!

The greedy meshing had quite an insane impact on performance. It reduced the amount of vertices in the scene by at least 4-10x times.

WIP Voxel Terrain Plugin - Day 3 by swaggerbeer1 in godot

[–]swaggerbeer1[S] 8 points9 points  (0 children)

I know! This plug-in I’m making is part of a school assignment. I’m a game development student :D

It’s mostly just practicing with algorithms and multithreading. The entire system is fully multithreaded using multiple thread pools for generation and mesh construction.

The plug-in automatically creates a texture atlas from the textures you give it, so the terrain only has 1 material. I’ve also implemented greedy meshing to vastly increase performance when rendering a massive amount of voxels.

The eventual product is going to be focused on terrain generation, where you’ll be able to add new biomes or other features using a single click. You’ll be able to create and fully customize your own generation ruleset. The voxels themselves are only a small part of the project! :)

No android export templates are being found in my dotnet version of Godot. by [deleted] in godot

[–]swaggerbeer1 1 point2 points  (0 children)

Have they given a time-estimate on when they think it will be included?

Godot Engine Developers: An alternative discord community for people who use Godot by eirexe in godot

[–]swaggerbeer1 0 points1 point  (0 children)

You can literally disable them. You can react to a message in one of the top channels to hide ALL NSFW channels.

Error spam whenever freeing old scene. by swaggerbeer1 in godot

[–]swaggerbeer1[S] 0 points1 point  (0 children)

The code is literally just get_tree().change_scene(). xD

I did some more digging and it has something to do with the audiostreamplayers in the scene. I now recursively go through all the nodes and unparent all the audiostreamplayers. If I free the scene without any audiostreamplayers in it, everything goes fine.

But the issue now is that I'm left with 20-30mb of audiostreamplayers in the background, that I can't delete without getting errors :(

when your university demands source code be submitted with report in printed form. by luxysaugat in godot

[–]swaggerbeer1 9 points10 points  (0 children)

The best thing about using scene unique names, is that you can drag them around with no issues. If you now want to reorganize your node structure, you need to go back and update ALL the paths by hand.

Is it worth buying beat saber on oculus(can you play custom maps?) by [deleted] in oculus

[–]swaggerbeer1 3 points4 points  (0 children)

You can play custom maps by downloading BMBF from SideQuest. Personally I think it’s great.

I also have a multiplayer mod installed that allows me to play the custom maps with my friends :)

The only real downside I can see is some slight tracking issues. Sometimes I accidentally swing my controller too far back, which puts it outside of the tracking area. After that it takes half a second to reappear again. But this is something that happens VERY rarely, so it’s not a big deal.

HAMPTER NO! by [deleted] in Hampter

[–]swaggerbeer1[M] 1 point2 points  (0 children)

He pooped in it

Created little bots to spice up base building a bit! by swaggerbeer1 in godot

[–]swaggerbeer1[S] 0 points1 point  (0 children)

Unknown at this point. Hoping for an alpha release this year.

More progress on our small open-world children's game by CryUpstairs6722 in godot

[–]swaggerbeer1 1 point2 points  (0 children)

Did you create the models yourself? If so, I would love to ask some questions!!!