@YoSoyFreeman@mastodon.gamedev.place
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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
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Other engines: Organizes releases so no breaking changes occur

Bevy: Your game breaking and updating it is part of the fun!

I'm not kidding xDDDDDDDDDD

BTW, bevy recommending @godotengine is so sweet.

Now kiss!

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

Linux video. Person ask ChatGPT to generate a zinity window. It waits for a minute. Sees the output. 3 lines of code, 1 of which is installing zinity. Says "This is awful. We are going with it"

I'm genuinely confused.

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

0x2B or 43

YoSoyFreeman,
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@aras 🎉 🎉 🎉 🎉 🎉 🎉

YoSoyFreeman, to random
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Hear me out: If you are programming something with the intention to evoke a specific feeling or express an idea, you are an artist.

I don't like how programmers are often left outside of creative discussion.

For 2 decades there was not a single art file in dwarf fortress and i will fight whatever who tells me there is not artistic intention there since the beginning.

Programming is a tool. Game programmers use that tool to create... The game.

shaadra, to godot
@shaadra@mastodon.social avatar

@teahands
If I recall correctly you lamented the loss of the Unity Scene view while the game is running in the editor. I just found today a button in Godot that does something similar. Not quite the same, but could be useful none the less!
It's called Project Camera Override and can be activated while the game is running.
I can't find any mention of it in the Godot docs, but here is a short GDQuest video on it: https://www.youtube.com/watch?v=HuTKFha8QBs

YoSoyFreeman,
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@beeoproblem @shaadra @teahands It is! Is not as good because you can't see what's happening in the editor, but it definitely allows you to move to the zone you want to check!

YoSoyFreeman, to random
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Hi, i'm totally illiterate here. Explain me why what i say is nonsense:

If we can use the GPU to shoot and obscene amount of rays (Even without an RTX) why it is not used as the "default" way to do ray intersections?

YoSoyFreeman, to random
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Hi! I know i didn't released stuff lately. I been deeply focused on learning kinematic movement solutions, sliding algorithms, GJK and SAT, CCD and other stuff. I want to be able to solver more complex problems and that requires a lot of hours of study. I'm doing my best.

If you want to support me, i would really like to be able to get a coffee or a vegan kebab or something.

https://ko-fi.com/yosoyfreeman

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

Spent the day TRYING to understand how to work with C++. Step by step, i guess, but i feel like is my first day ever using a computer.

I don't know if I'm in a stage of improvement or i'm stuck. It is a scary feeling.

YoSoyFreeman, to random
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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,
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@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
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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
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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,
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@memoriesin8bit

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

YoSoyFreeman, to random
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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
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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
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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
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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,
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@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,
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YoSoyFreeman,
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@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.

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