Post AeVHU7EhvEkAs3JAIa by [email protected] | |
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Post #AeVFsE2s3eVH1x8lXs by [email protected] | |
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alright. i downloaded godot 4.2.1 for linux and it's a single binary that r… | |
Post #AeVGDMcdMfUPiDwpA8 by [email protected] | |
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two days ago the release was so new that the official asset library was empty, … | |
Post #AeVHU7EhvEkAs3JAIa by [email protected] | |
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@lritter Tony Robbins works! | |
Post #AeVHU7IbgjrZ498HNQ by [email protected] | |
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@speckbrummsel nah i already wrote yesterday that i'm going to do this | |
Post #AeVIBXx6T5nOBImdF2 by [email protected] | |
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okay. the run button is way up here, and it's bound to F5, which seems sens… | |
Post #AeVIJrmIdlkfzDhI2a by [email protected] | |
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uh oh, that looks fairly busted. and no mouse/keyboard input seems to be recogn… | |
Post #AeVIoptng0a98TyOIK by [email protected] | |
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in the viewport, rmb controls yaw/pitch, mmb orbits... something, and lmb moves… | |
Post #AeVJlDLaee9qefoBYO by [email protected] | |
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i like that shadow mapping is already hooked up (cascaded, even?), which is sup… | |
Post #AeVKWcytAMtZldnZLM by [email protected] | |
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oh! this renderer is already linked to a 16³ voxel volume loaded from disk. it… | |
Post #AeVL6hf3F9DIhuioUq by [email protected] | |
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right of the filename i can click the little "v" and then click "… | |
Post #AeVM4eYrtfqOT7PrPM by [email protected] | |
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oh no. this hovercar is full of eels. the interior of these voxel volumes is co… | |
Post #AeVMuqv5C6O7r6hIIq by [email protected] | |
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@lritter Can't help you with the voxels, but hold down RMB and WASD will wo… | |
Post #AeVMvRe0eXiRkrzgKO by [email protected] | |
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oh okay. the meshgen script produces a quad for every single possible face, reg… | |
Post #AeVN3pjexzD6mydXKS by [email protected] | |
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@scatterlight oh yeah, that's helpful, thanks! | |
Post #AeVOSb4Yih2GVSmgCG by [email protected] | |
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@lritter how you have 545 driver version? I just downloaded 535 latest from Nvi… | |
Post #AeVOoi2rTbImVDXBOS by [email protected] | |
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@danil that's ubuntu 22.04.3 LTS. maybe because i have UbuntuPro? idk | |
Post #AeVTOQvJ0oWRdqI2MK by [email protected] | |
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ok. it appears that adding any kind of voxel terrain will take some doing, so i… | |
Post #AeVVkx6OFiwVinL9oO by [email protected] | |
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i'm reading about how occlusion culling works in godot and it doesn't r… | |
Post #AeVWFNgly4formrqMa by [email protected] | |
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@lritter I checked - 535 is "production branch" and 545 is "New … | |
Post #AebUt7hxllZvvV0TGS by [email protected] | |
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alright. i thought i'd just do the godot 2D game tutorial to walk through t… | |
Post #AebVKWIsQs1o1hKvXk by [email protected] | |
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autocomplete is quite clever and context aware. here, input events that i just … | |
Post #AebVx8TGySohPCc27M by [email protected] | |
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GDScript uses `$xyz...` as sugar for `get_node("xyz...")`, which make… | |
Post #AebWMGFfBRfOmAEAD2 by [email protected] | |
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properties in the node's property tab have tooltips that give you the name … | |
Post #AebWifdnT3I5tFCYAS by [email protected] | |
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@lritter try dragging and dropping the property from the inspector into the scr… | |
Post #AebWxphWLYnjR0AnTc by [email protected] | |
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@Klowner that doesn't produce the expected result. | |
Post #AebXFlnJbsAQWzR7tQ by [email protected] | |
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@lritter You can also drag them into the script. In my usecase the prefix would… | |
Post #AebXFlrZM3ZOkBQWWW by [email protected] | |
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@irve it doesn't produce the expected result. | |
Post #AebXhI6nZfQYZRfm76 by [email protected] | |
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some weirdness here. collision signals are sent continuously, and have to be di… | |
Post #AebXzSPW0jRrjZ5ccC by [email protected] | |
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also, double negation crimes detected. | |
Post #Aebd8ZVzSvWq93Hf3Q by [email protected] | |
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another cool feature is that once we have a script associated with a scene that… | |
Post #AebdcRs0SBZ77dpOUa by [email protected] | |
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and i'm done with the tutorial, which took about an hour. the game works.th… | |
Post #AebjcKxYkJ4bPmktlI by [email protected] | |
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@lritter On one hand, as a rule of thumb, nothing seen in a tutorial on anythin… | |
Post #AebkpriwLAw4kYvqdc by [email protected] | |
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@ruojake if people are taught to approach gamedev this way, then these bugs wil… | |
Post #AeblOthGzqAP0MrBaa by [email protected] | |
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@lritter Yup. Was going to say people should be vaccinated by early education o… | |
Post #Aeblkw4up6jQlGQM5Y by [email protected] | |
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@ruojake well. as a compiler- and language developer, i have opinions(tm) | |
Post #Aebm7u46TSCLB6zoWW by [email protected] | |
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@lritter You can put them over here with the rest of the fire.(Not judging) | |
Post #AebmSKrqX8Ds600Pp2 by [email protected] | |
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@ruojake the problem is fundamentally that we're constrained by explicit op… | |
Post #Aebn3pFyVgP53pAV5E by [email protected] | |
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@lritter I agree with the ideal and it can come out of the fire.To me, it reads… | |
Post #AebneiTsfHQElEGOm0 by [email protected] | |
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@ruojake zero-cost abstractions should be renamed to compile time abstractions,… | |
Post #AebnlM1QZ5Sv8I7Uci by [email protected] | |
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@ruojake also, functions evaluated at compile time are effectively compiler plu… | |
Post #Aefc3bBiUlZeZ1hntI by [email protected] | |
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attempting to build myself a little shadertoy in godot 4.2shader uniforms are a… | |
Post #AefgBi8uv9MIGdWHaK by [email protected] | |
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there we go. now all that's missing is the buffer shaders... hmmm | |
Post #AefgdoyZ6pjpZH57wG by [email protected] | |
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@lritter and - you can not build Shadertoy in Godot4.2But you can in Godot 3.5R… | |
Post #AefhFkssloi3skVncW by [email protected] | |
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@danil with Viewport.use_hdr_2d you can bump the format to float16 at least | |
Post #Aefj2qOv9DTL8TT8DI by [email protected] | |
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okay, turns out that is also pretty easy to do. you can create a subviewport, d… | |
Post #Aefk8VL4T7zLVKvn7o by [email protected] | |
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@lritter Shadertoy logic is double-FBO swap buffer, two framebuffers that swap … | |
Post #AefkBW38HbkeZqybcu by [email protected] | |
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ah. but in order to allow a shader to read its results we need to set up a ping… | |
Post #AefkF4b6I7duauYq7E by [email protected] | |
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@danil yeah i just figured it out myself, see follow-up toot. | |
Post #Aefo61TYvZQW7hyVhg by [email protected] | |
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godot also has support for "VisualShaders", which provide blender nod… | |
Post #AefoYaMinnFgRLOYPw by [email protected] | |
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@lritter >VisualShadersyep visual programming https://mastodon.social/@cmzw/… | |
Post #AefpBZJ4flTQRxHGnQ by [email protected] | |
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@danil i have a whole UX in the drawer for a better visual programming interfac… |