@SirLich@mastodon.gamedev.place
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SirLich

@SirLich@mastodon.gamedev.place

Budding indie game developer with a history of modding.

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SirLich, to godot
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Added asset packing to GD Explorer. Now, instead of keeping resource files in the project, the resource files are packed into a .tres file. That means they can be used in the explorer, but won't pollute your workspace until you actually import them.

Sadly this breaks my drag+drop system for importing assets, but I'm sure I will think of something...

SirLich,
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Drag+Drop system recovered. I just save the resource to disk temporarily then execute a move action.

SirLich,
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Only bad part about this is that ResourceSave only allows .res and .tres files. Will need to rename as well :(

SirLich,
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OK I made a giant mistake xD when I handle the files in this way, I'm losing the whole import flow.... damn. And I thought I was clever.

SirLich,
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Idea coming in: What if I use the cache, but just trigger a 'file system' level import request when you actually import? That would keep the current system (inclusive of icon previews), but create the proper import link and everything for the imported asset :o

SirLich, to godot
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I added font-previews to GD Explorer (my digital asset manager written as a Godot editor plugin).

SirLich,
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@russmatney It has support for sounds 😀

SirLich,
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@russmatney Thanks for checking it out! It's indeed deeply unstable as I continue working on it. Probably will be somewhat feature complete on Saturday (I will try to remember to tag you once I get a version that's usable).

Currently just fighting Godots import flow. I want to ensure that assets imported via GD Explorer have no snags compared to a more standard import.

SirLich,
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@russmatney Whoa I just realized I didn't push in like a week. It really is further along. Still probably not worth checking out quite yet, but the project got much cleaner since you pulled it in :)

SirLich, to foss
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I didn't try it myself yet, but putting it out there for any artists and fans of open source: https://graphite.rs/

mifuyne, to random

Kind of a downer of a first post, but I'm hoping honesty is just as interesting to the Fediverse 🙂

Trying to settle on a game idea is making me anxious. I'll start thinking about implementation and I can feel my brain overthink to the point of freezing up.

I'll overcome this soon. This is something I want to do and I refuse to let my anxiety and creative block stop me 😡

SirLich,
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@mifuyne Welcome! You should post an introduction when you get a chance so people can get to know you.

> "I refuse to let my anxiety and creative block stop me"

That's the spirit 😀

Kay, to gamedev

Somebody better make a cozy village building game with these when they're done (pretty please 🙏🥺)

They'll be free so there's literally no excuse not to 😏

video/mp4

SirLich,
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@Kay They look so amazing!

I'm working on a digital asset manager right now, and you've just forced me to consider something: Importing an entire asset pack!

I've been thinking so far about importing individual assets, but with such a complete and coherent pack, you probably want to import the whole thing at once. Will need to think about this 😅

SirLich, to programming
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Ugh. Time to do some optimization...

An operation that should be nearly instant is taking ~120 real world seconds to complete.

SirLich,
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Decided to create a mini-profiler singleton, because you can't run the normal profiler inside of the editor. It works surprisingly well!

https://pastebin.com/A4VakAsH

SirLich,
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Well, I found where 44 of those seconds are going!

SirLich,
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Deeply annoyed that my object based "FilePath" implementation (inspired by Path lib), is just too slow. Will switch everything to strings, and move all the operations into pure static methods.

Even more annoyed that checking whether a file/dir actually exists is SLOWWW in Godot. Will need to start caching that information somehow rather than querying it.

The end result will be way less clean, but I can't optimize my current implementation anymore.

YoSoyFreeman, to random
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I think web devs are WAY more used to swap languages, we game devs usually spend a decade working with the same thing xD

SirLich,
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@YoSoyFreeman sorry to bother, but are you aware that if you reply to yourself it forms a coherent chain (thread)?

If every toot is separate, then it's harder to actually see what you're talking about from a single message. Requires navigation to your profile and then scrolling your feed.

SirLich, to godot
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One of the weirdest things about Godot is that nearly any possible extension or API change you can think of already exists in a github issue (usually closed, due to migration to the suggestions repo).

Even really obscure stuff has been thought of in 2017, requested, and sometimes even a non-merged PR created.

I just wish these improvements actually made it into the engine more often :(

SirLich, to godot
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Added a simple spectrum analyzer to my asset explorer in Godot.

Next up will be actually improving the import flow. I want to allow you to drag+drop assets from the explorer (your filesystem), into the project tree. So far I didn't figure out any API to let Godot know that something important is being dragged.

SirLich, to gamedev
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The asset library must growww https://gdc.sonniss.com/

alexandria, to random

ok FINE ill learn Rust. jesus fucking christ

SirLich,
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@alexandria I agree, although rust purists would argue it's not actually an implicit return. Nearly everything in rust is an expression, not statements.

I think this is clearer to see when you just throw some curlies into your program rather than pulling stuff into a function: the "value" of the expression is just there, no need to "return" anything (an explicit instruction).

Without such a feature, things like match statements would become overwhelmingly verbose.

SirLich,
@SirLich@mastodon.gamedev.place avatar

@alexandria I meant something like this:

let y = {
let x = 3;
x + 1
};

"return x" would be a statement and would only make sense inside of a function while "x + 1" (without ;) is an expression, and thus defines the ""return"" (it's really just the value of) the outer expression.

SirLich,
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@alexandria Functions are a series of statements (e.g, a; b; c;), followed by an optional expression at the end.

Function CALLS are expressions in the sense that they resolve to a value. That's usually the case in most programming languages though, and isn't what makes rust interesting

SirLich,
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@alexandria No doubt! Hence why I said it's only purists who would preach to you about it being an expression and not an implicit return. But it's clearly an implicit return 😀

SirLich, (edited ) to random
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I'm thinking of migrating my Digital Asset Manager from a standalone application made with Godot, to a Godot editor plugin.

This would enable me to use editor only functionality (e.g., fbx to gltf), at the cost of tying it irrevocably to Godot.

It would also smooth out the import process, since I could add really seamless support for "I want to use this asset in my project". Thoughts?

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