@YoSoyFreeman@mastodon.gamedev.place
@YoSoyFreeman@mastodon.gamedev.place avatar

YoSoyFreeman

@YoSoyFreeman@mastodon.gamedev.place

Neurodivergent indie dev and artist from Spain who works mostly with Godot, Blender and Material Maker.

Linux user and open source enthusiast.

Core Contributor at https://mastodon.gamedev.place/@liblast

Fighting chronic depression.

This profile is from a federated server and may be incomplete. Browse more on the original instance.

YoSoyFreeman, to random
@YoSoyFreeman@mastodon.gamedev.place avatar

OK, i don't want to say nonsense, but the main problem i see here is that if we are using CCD, we assume the moment of collision (And therefore the unsafe fraction) is at the point we reached EXACTLY. But we are using that position as a reference to which we add and subtract an arbitrary number (1/64 of the motion vector), so we are loosing a lof of precision again, which leads to the bouncing issues.

++

YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar

I never compiled godot, but i may give this a try.

YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar

@Emi Thank you Emi! I didn't answered to the discussion yet because this things are complex and i don't want to waste your time so I'm doing me best to learn before making more specific suggestions or trying stuff.

I know i can be very blind in terms of social interactions and i apology for that, but i really like to help and my only wish is to help! I'm trying to learn how to communicate that better.

Thank you for the support Emi, it really means a lot to me.

YoSoyFreeman, to random
@YoSoyFreeman@mastodon.gamedev.place avatar

So, this is the situation:

One of the most fundamental parts of a 3D engine are the intersection and sweep testing. This is, basically, a complex set of methods that, depending of the 2 shapes you want to test, will provide you with data that you can use to create 3D interactions and collisions. For example: Sphere against sphere, sphere against triangle, etc.

In Godot we don't have any of that, and everything will be calculated by this function: https://github.com/godotengine/godot/blob/master/servers/physics_3d/godot_space_3d.cpp#L650

YoSoyFreeman, to random
@YoSoyFreeman@mastodon.gamedev.place avatar

I think this is one of the few moments in life in which I'm experiencing some kind happiness and hope.

My illness will make the chemical reaction of happiness drain quick, but the human value of it will not fade.

This kind of moments are rare and very brief. So much i don't know how to process them.

But what is life if not a few good moments against all odds?

memoriesin8bit, to random
@memoriesin8bit@mastodon.gamedev.place avatar

The only thing I really don't like about Blender is that Z is up.

AND DON'T YOU DARE argue with me now. There are rules! We're human, not animals!
(no for real, I'm just being silly about something unimportant (even if it's objectively wrong))

YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar

@memoriesin8bit

If my 2D monitor works in the XY plane, Z MUST be depth! It just the way it is!

YoSoyFreeman, to random
@YoSoyFreeman@mastodon.gamedev.place avatar

Godot team: This wasn't a high priority until recently. We will hire someone.

Me(Meme reference that 5 people on the planet will understand):

YoSoyFreeman, to godot
@YoSoyFreeman@mastodon.gamedev.place avatar

Hi! I been using for more than four years and worked with it since then! It has been a wonderful time with ups and downs. Four years ago i thought we needed to have a conversation.

Four years later, with all my love and hopes, i invite you to have another one.

https://github.com/godotengine/godot-proposals/discussions/9646

This is the result of hundreds upon hundreds of hours of work. Please, share if you can.

YoSoyFreeman, to random
@YoSoyFreeman@mastodon.gamedev.place avatar

I'm physically well. I just don see much future. I can't make Godot work as i need, My pc takes almost an hour to open an unreal project and unity... is unity.

I use godot because is very light. My pc cant handle much more.

They denied my disability again this year, so in general futures seems very dark.

I been trying to be positive, but truth is that being poor and disable is almost a guarantee to keep being poor and disabled.

YoSoyFreeman, to random
@YoSoyFreeman@mastodon.gamedev.place avatar

https://www.reddit.com/r/godot/comments/hqhxcm/lets_talk_about_the_actual_approach_for_move_and/
4 years ago i made a post talking about all the deal breakers that were preventing move and slide for working properly.

4 years after it, every single one of them is still there.

I feel like i wasted 4 years.

YoSoyFreeman, to random
@YoSoyFreeman@mastodon.gamedev.place avatar

I have to get out and take some fresh air. I been working in character controllers in Godot since Godot 3.x and i can say that every single problem i had then is still there now, plus a bunch more.

I don't see the core problems being addressed or even talked about and is really sad.

YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar

There is a lot of good people in Godot, but the biggest problem since the first version with 3D has been physics, lightmaps and lightprobes. Those were the problems in the very first Godot version with 3D and those are the biggest problems now.

YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar

@SirLich

After a year of testing this is the message i posted in the post about jolt physics: https://github.com/godotengine/godot-proposals/issues/7308#issuecomment-1845120120

76 upvotes, no answer at all.

YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar

@supernovafiles @SirLich Thank you! but i think that just having a project lead with a clear vision of what is needed to provide a good developer experience would be enough!

There is no need to hire me, i tried really hard to help improve the sliding algorithm and other issues but seems like the only way would be to go and launch myself to various months of porting all of this myself with the high chance of being ignored or rejected.

Right now the velocity does not even represent the velocity.

YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar
YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar

@supernovafiles @SirLich Lets say you want to do anything more than the most simple possible movement.

You will soon notice than velocity does not get updated vertically at all. If you move against a ramp and now your velocity is almost vertical, all the vertical motion is lost because is actually never computed in first place.

So you are expected to use get real velocity. Get real velocity is as i said a particle approach that will cause all kind of problems.

YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar

@supernovafiles @SirLich
Ah! and stop on slopes, etc will no longer work because they were thought with you manipulating the horizontal velocity, and vertical velocity always represents a jump.

Is a combination of clearly identified design issues.

YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar
YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar

@supernovafiles @SirLich It is not a bug or something not working, is something not being implemented at all.

About how this affects the behavior and why is problematic, i been actively commenting and participating in discussions since godot 3, so there is no specific issue for this.

I had mention this issues since for years ago. I deleted my reddit account because of mental health issues, but this was 4 years ago, it lead to removing bullet but nothing more.

https://www.reddit.com/r/godot/comments/hqhxcm/lets_talk_about_the_actual_approach_for_move_and/

YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar

@supernovafiles @SirLich DAMN. FOUR YEARS AGO. I SPEND 4 YEARS TRYING TO HELP FIXING THE SAME ISSUE. 4 Years of "very soon".

I honestly feel stupid.

YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar

@supernovafiles @SirLich That is exactly what was being said all this time. Found came, and it was never used for this, but mostly for rendering stuff.

Is not a money issue, is a management issue. There is a lack of organization and priorities, and more investment is not going to fix it.

YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar

@supernovafiles @SirLich We are going to have yet another GI solution. Which is cool, but again, not high priority stuff.

Again, the problem with godot adoption is not the renderer, never was. If you give people a solid piece of software they will use it. There is gigantic niche for retro indie games. Is a direction problem.

YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar

@supernovafiles @SirLich i understand wanting to be positive and i don't want to look like i'm complaining because yest, but try to understand how i feel when almost half a decade later not a single step was made. It feel extremely discouraging.

The only big change is Godot jolt and is not even done by godot team.

YoSoyFreeman, to godot
@YoSoyFreeman@mastodon.gamedev.place avatar

I think i'm gonna cry. Sliding along polygon edges in . The legends were true. It is possible.

video/mp4

YoSoyFreeman, to godot
@YoSoyFreeman@mastodon.gamedev.place avatar

Hi! I need your help to make a decision.

So, my character controller does NOT slide down, but it can still do it because move and collide allows the body to move outside the motion vector. This means that, no matter what you do, anything in Godot can and will eventually be displaced laterally because of pure vertical motion.

In past versions i fixed this by also creating a custom move and collide... But it makes things so much more complex.

Do i keep trying to push for a fix?

YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar

About move and collide, stutter and getting stuck:

video/mp4

  • All
  • Subscribed
  • Moderated
  • Favorites
  • anitta
  • thenastyranch
  • magazineikmin
  • hgfsjryuu7
  • Youngstown
  • khanakhh
  • slotface
  • vwfavf
  • mdbf
  • rosin
  • kavyap
  • ngwrru68w68
  • PowerRangers
  • DreamBathrooms
  • cisconetworking
  • everett
  • InstantRegret
  • GTA5RPClips
  • osvaldo12
  • ethstaker
  • tester
  • modclub
  • tacticalgear
  • Durango
  • cubers
  • Leos
  • normalnudes
  • provamag3
  • All magazines