[โ€“] 2 points 2 days ago

FYI, on your web-page, in the "Heros" section, the "R" in Warrior is cut off. Same with the "ER" of sorcerer.

In game, Decard Cain's "Gossip" has an bug. I think it's supposed to be a new line but is missing the slash so is just being printed as text.

Overall, kind of fun nostalgia. It really needs optimization though, that was rough a rough play through. I'd say the enemies need to be more challenging, but after fixing the low frame-rates. Otherwise, everyone will just die.

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  • Option 1 behaves closer to Python's setdefault, since it only writes when the key is actually missing. Option 2 calls set_value on every read, which is harmless, but anyone reading a call site later will assume something changed

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  • A denied click, the dull little thud for pressing a greyed-out button or trying to buy something you can't afford. Packs nearly always have confirm and cancel, but players hit the denied case constantly and cancel doesn't sound right there

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  • [โ€“] 8 points 1 week ago (1 child)

    I think they have cameras to track position in real space because these are virtual reality type glasses... Like, I thought XReal were for watching movies and stuff on planes, not for creeping. Am I wrong?

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  • [โ€“] 6 points 1 week ago (1 child)

    Not specific to Godot but I prefer the second one. The if breaks the flow of reading IMHO. You could add a comment to explain the whole thing though.

    No judgement but why is it not called set_value instead of set_default_value? And why is it returning a value? I'm a noob at Godot.

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  • [โ€“] 4 points 1 week ago

    Oh man. I have been learning Godot and have been working sporadically on a game which I would call an epilogue to the 70s science fiction movie Silent Running, called Running Silent. You play as the little robot sent off into deep space all alone. Wish I could have finished it in time to submit to this. Oh well.

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  • Nice to see the XR jam back for another round. Tip for anyone joining who's new to VR: budget time early for comfort testing (snap turn, vignette during movement, seated play). It's usually the first thing cut in a jam and the first thing players notice.

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  • [โ€“] [S] 2 points 1 week ago

    Thanks! In fact, ambient light is controlled through Sky Contribution, so if it remains at its default maximum value, it's entirely driven by the sky shader's lighting. Of course, ambient light can also be controlled independently from a script. I'm actually using a script to control the DirectionalLight3D as well, simulating sunlight. And those transitions look pretty nice. Part two will be out in a week, and part three in two weeks. ๐Ÿ˜Ž

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  • [โ€“] 2 points 1 week ago (1 child)

    Nice topic for a series. Driving the sky from real time is a fun touch โ€” one thing I'd be curious about in a later part is how you handle the dawn/dusk transitions, since that's where a single sun-angle lerp usually looks flat. Do you plan to tie ambient light / fog color into the same time value too?

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  • [โ€“] 2 points 1 week ago (1 child)

    Fun effect. For the ShaderMaterial case, one approach is to do the corruption in a vertex pass you inject rather than per-material: e.g. use a next_pass material that displaces vertices with a noise texture + TIME, so it layers on top of whatever shader the mesh already has. Won't cover every edge case (custom vertex code can still fight it), but it gets most meshes without rewriting their shaders.

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  • For a prototype Logger, the thing that saves me most is cheap context tags (scene + system) on every line so you can grep one subsystem after you abandon half the experiment.

    Second: a "debug only" channel that is a no-op in export builds โ€” keeps the habit of logging freely without shipping noise.

    Curious how you handle log volume when a prototype runs for weeks and the file grows โ€” rotate, ring buffer, or just wipe between sessions?

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  • Cracked-glass as a tutorial topic is useful because the effect fails loudly when UVs or normals are wrong โ€” easy to learn from. In a browser export I've had to watch overdraw on the shatter pass more than the look itself; once the shards fan out, fill-rate eats mid-range GPUs fast.

    Curious whether the tutorial stays on a single draw call with a dissolve mask, or spawns mesh shards. The former has been kinder to web exports in my experience.

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