I initially read this as something useful:
Slow down the update loop thing by 1000x while loading to reduce overhead.
Which seems like a nice thing to do.
I initially read this as something useful:
Slow down the update loop thing by 1000x while loading to reduce overhead.
Which seems like a nice thing to do.
Thanks! Good joke, I guess! ๐
Speeds up loading by 1000x (but not really, because it's a joke)
https://docs.godotengine.org/en/stable/classes/class_engine.html#class-engine-property-time-scale
What does this do?
Yes, I always toggle fast forward on loading screens!
I'm so used to this that sometimes I even instinctively try to toggle it on in non-emulated games ๐
Funny thing is, that usually works for emulators. Makes you feel like you're pressing "Skip" but for the loading screen
WIP Showreel (still a bit rough...) : https://youtu.be/lqE3KA30Wt8 Fedi link: https://mastodon.gamedev.place/@jupiter/117424139878307277
Eh, i just made it for the sake of it. Would be pretty cool if there was a real purpose for it, though.
The project itself is a pointless sandbox game that can rip the content from select other games you may have installed on your PC.
So this is going to be a game mechanic?
I'm not they author, I just cross-posted here ๐
Thank you
What's your fill rate? Ordered or not, you hammer the same pixels over and over. Do you dial down on billboards for far away clouds?
But agree with you in any case, it did turn up pretty cool!
Thanks for posting this!
I don't know about Godot (I could be missing this feature if they added it) but I sure as hell can let you do that. I'm already storing the events as an array in the config file, after all.
In fact, I'm going to implement this option right now (at least the under-the-hood part, will make an UI for it later).
So Godot STILL doesn't let you treat the InputMap.Actions as an editable array? Why? I remember suffering like hell to allow players to have main buttons, secondary buttons + gamepad rebindable keybinds, all because I couldn't simply do something like InputMap.set_action("action_jump", 1) = "whatever"
For the uninitiated, Tweening is an animation technique where between two frames a new frame is generated bridging the gap between them in an attempt to make animations smoother.
In movies, it worked really well to make stop-motion special effects more lifelike but was largely abandoned by mainstream studios when CGI became the norm.
First thought is make a bigger example with real game-play, so it's more than just an animation.
I'm not sure I'm the target audience as I want something a bit more than cubes and stairs etc. Gridmap properly calculating at least convex exterior hulls (e.g. 2x3x2) into proper occupancy would be a big jump for the sort of 5-mesh workflow I have so far. Multi-scale could still be improved beyond that, too.
Brush editors might be closer (in the sort of situation where something like a pillar/statue/fountain/table etc might be made that way and instanced) though even Quake-style geometry is probably a full-time skill. EDIT: extrusion probably would go a long way for me, though. A ceiling/wall profile isn't such an un-navigable feature.
Especially as I'm leaning more towards textureless colors (which is why I prefer semi-modular pieces over CSG). I'm guessing per-instance shader parameters (for color modulate, glow multiplier) would work fine at first but may get lost during CSG operations (with vertex color support that wouldn't be an issue). I have started a palette so per-color materials is actually something I could do, but no I don't want dozens of materials for basic color... I already am trying to narrow down a dozen materials for different surfaces/uses.
Good luck. ๐
Yeah, I don't say it's the best possible simulation. It could be a lot better. The point was to demonstrate the usage of the light() function, mostly.
You know what? I'm actually curious about this too. I know people sometimes recommend getting involved in a game jam, but that's a bit intimidating as someone just starting.
I was profiling a project of mine which was using a lot of raycast, and noticed that 50% of the time was spent just on creating and filling the response dictionary
So i started looking into making methods that would avoid the dictionary, then i realized i should check if anyone there had been any discussions around this
Found like 3 MRs, and the one that ended up being merged had been approved just 8 minutes before i found it
I love how every time i have a problem in godot, the next version fixes the issue or adds the feature i was missing, it's great
I started learning Godot about 2 weeks ago. I feel an urge to save all these vids for when I need them haha
Youtube encoding doesn't help, but I'm not sure about the "fire" effect here.
It reminds me of when I turned Minecraft's end skybox into a purple-ish Moirรฉ pattern (no shader needed, just a checkerboard texture viewed at a distance+angle).
Back to Godot, I made a toon-like light shader with the step function being the important bit*. It is probably good enough to use, though it's a bit frustrating how I can't seem to keep input colors accurate. Ambient color works acceptably, though I somewhat wish I could control it more, also seeing issues with light range/multiple lights.
I also haven't found a good way to handle light color. I can ignore it or mix color (can look ugly). It's probably possible with dot() but I can't seem to do it right.
Using HSV is probably needed here, although to me it seems like an absolute mess without it being built-in.
* unshaded+1 shadow w/ambient with DIFFUSE_LIGHT = , 5(?) shades with DIFFUSE_LIGHT += but it's also too bright
EDIT: I've figured it out by going by the docs again, I did need ATTENUATION and += to properly handle shadows and multiple lights respectively. I also have LIGHT_COLOR with dot() in a way I like (currently handling it in each rgb channel), though it can still render incorrectly if looking through a spotlight of a different hue (attenuation makes it worse).
This is awesome! The physics of the marbles sliding is so satisfying
Looks awesome, if you can control the ball you also have super monkey ball in the same game