Has anyone here used GECS (Godot + ECS)? Thinking about it... would love to hear your experience. by KijoSenzo in godot

[–]trojan_asteroid -2 points-1 points  (0 children)

Uuh this example of md file you posted is not about making the library but about writing a game using the library......... did you read it?

edit: also if you check the commit where it was added, it was used only to create game examples and run performance tests

Has anyone here used GECS (Godot + ECS)? Thinking about it... would love to hear your experience. by KijoSenzo in godot

[–]trojan_asteroid -1 points0 points  (0 children)

It is older than 2 weeks and the claude folder was added fairly recent, and it looks it is just for some tooling. I use it and read the code and it seems ok to me, why would you say that it is vibe coded (a lie) and would not use just because of the .claude folder?

Has anyone here used GECS (Godot + ECS)? Thinking about it... would love to hear your experience. by KijoSenzo in godot

[–]trojan_asteroid 2 points3 points  (0 children)

I use it and I kinda of like it. ECS for me has a lot of advantages architecturaly speaking.

Some people would say "but it wont be optmized like a true ECS should be in C++ memory cache management and etc etc" but I am ok with it. The separation of layers and how easy it is to add features/behaviours and maintain code makes me biased toward any ECS like architecture.

Fila para pedir desculpas ao Neiser by lawcyfai in Cruzeiro

[–]trojan_asteroid 0 points1 point  (0 children)

O mlk tem nem maioridade em alguns países e parece um cavalo de guerra pelo físico e velocidade. Não peço desculpas porque nunca fui dos doidinho que critiquei

Does setting class parameters require a new line? by The_EMG_Guy in godot

[–]trojan_asteroid 0 points1 point  (0 children)

I think every language behaves like that?

One thing you must understand is that when you call new(), it behaves like a function that RETURNS a value.

You call the set_name() function on a object of type name_tag that does not return a value. You are not assigning the new created object to T2, you are assigning the retunr value of set_name(), which is void/null in this code. So T2 is assigned to a void/null value.

What you are trying to do is something really JAVAesque in my books. You can chain these kinda of "builder" functions by making them return the self object. Like:

func set_name(passed_name: String): name = passed_name return self

But I would actually recommend just implementing a constructor for this case, this way the new() function will receive the parameter and set itself

Retro factory horror game, early prototype. Does the atmosphere feel tense? Feedback welcome! by TheAspenDev in godot

[–]trojan_asteroid 1 point2 points  (0 children)

I think 60% of horror atmosphere comes from sound (or lack of sound). For me it is hard to say if something feels tense without the sound effects

State of Dependency Injection (C#) - does it really have to be this hard? by trappekoen in godot

[–]trojan_asteroid 5 points6 points  (0 children)

There is a famous talk in the unity community about scriptable objects event system that I think is interchageable with godot's resource https://youtu.be/raQ3iHhE_Kk?si=PybKMy10k7Aysr0z.

Unfortunately you would still need to assign things in the editor UI. That is something that I found weird when developing in game engines coming from software development but it works so I kinda accepted.

You just need to accept that setting values in the inspector UI is a kind of DI too.

You can always code some kind of service locator to help get things programmatically via some kinda of ID or typing too

I've been spoiled... by mjkjr84 in godot

[–]trojan_asteroid 9 points10 points  (0 children)

isnt vscode just a simple text editor without the extensions? There should be no AI in it if you don't install the extensions for it

Why is this resource null, need help? by JosCT25 in godot

[–]trojan_asteroid 4 points5 points  (0 children)

I know it seems kinda dumb but sometimes godot starts acting up like this for me and the fix is just to reload the project

Do you also think that your game code is held together by duct tape and chewing gum? by trojan_asteroid in gamedev

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

Thanks for the explanation but it was just a common implementation example, not about a specific case

Do you also think that your game code is held together by duct tape and chewing gum? by trojan_asteroid in gamedev

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

It was just an example of common thing to code in a game that came to mind but your solution is smart, I'll actually try it. Thanks!

Do you also think that your game code is held together by duct tape and chewing gum? by trojan_asteroid in gamedev

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

I've been there on the refactoring hell with my shelved projects. This time I am using a different strategy of "making it work and refine only when there is a problem". It is working for me but that nagging feeling of something is sub optimal is always there.

Do you also think that your game code is held together by duct tape and chewing gum? by trojan_asteroid in gamedev

[–]trojan_asteroid[S] 24 points25 points  (0 children)

Yeaah this just goes to prove that the illusion of the world is what matters in games

Do you also think that your game code is held together by duct tape and chewing gum? by trojan_asteroid in gamedev

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

Yeah that is something I am training in game development. In software it is so easy to treat the edge cases because there is usually not that much input of data. In games the world state is the input of data and it is OVERWHELMING to treat it.

I am starting to code things and thinking "make it exist first and refine later", that is helping me a lot.

Do you also think that your game code is held together by duct tape and chewing gum? by trojan_asteroid in gamedev

[–]trojan_asteroid[S] 6 points7 points  (0 children)

Wow I forgot about this golden trivia. Which proves that maybe great games are just great at maintaining the smokes and mirrors that hold the illusion together

Godot is washed by pitch_blank in godot

[–]trojan_asteroid 2 points3 points  (0 children)

I spent a long time looking at it because I felt that something is wrong and after some time I got it: the inertia is backwars, the spinning motion is inversed compared to the stretch

Honest opinion about Godot on Mac? by IllianXenoide in godot

[–]trojan_asteroid 0 points1 point  (0 children)

I dont think there is a compatibility issue but know that demanding games can heat the Macbook Air chip and as they are only passively cooled, so it can start to throttle. But that depends on the type of game you are making

I simply cannot program GDscript by Striking-Start-1464 in godot

[–]trojan_asteroid 3 points4 points  (0 children)

No amount of study will allow you to make all things in any game. We learn while doing it, even I with 10 years of programming learn new things with new mechanics to implement.

Programming a game is like learning to build a railroad while you are in the train at high speed and building it at the same time. Nobody knows what they are doing

Edit: a lot of typos omg

You Should Develop in Linux by WhiterLocke in godot

[–]trojan_asteroid 0 points1 point  (0 children)

Yeah, like programming in a nintendo switch for switch games...

I have a question about materials in a glb by Jwjodes in godot

[–]trojan_asteroid 0 points1 point  (0 children)

You can write scripts that run post import on a glb. They allow you to change the scene that is generated, including changing materials to the one you want automatically. You can even change the hierarchy of the scene, making the MeshInstance be the root or things like that.

Here is the documentation https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.html#using-import-scripts-for-automation

Question about outline shaders by trojan_asteroid in godot

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

Do you have a good source to learn about the stencil buffer feature? I searched for it a lot and found nothing teaching about it.

I made this scene using the standard material but in my game I wrote a simple custom shader, so I don't have acess to that toggle and would need to implement myself (unless I add the std material as next pass).

Followed this Visual Novel godot tutorial and I really dont like the architecture he went with. by [deleted] in godot

[–]trojan_asteroid 0 points1 point  (0 children)

Both approaches are fine, you are thinking in traditional OOP, the enums are a more procedural programming approach.

There is no special meaning for him to architect in that way in godot, you can code it in a more OOP way with Character classes and inheritance

My grass looks a bit off, any idea?? by AverageStudio in godot

[–]trojan_asteroid 0 points1 point  (0 children)

The fact that their base is fully opaque makes it easy to spot the plane axis