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

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!

18+ Ronflaix,
@Ronflaix@mastodon.gamedev.place avatar

@YoSoyFreeman you're doing Rust anyway, so refactoring every theee commits or so is par for the experience.

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.

raptor85,
@raptor85@mastodon.gamedev.place avatar

@YoSoyFreeman chatgpt's model is awful, models trained specifically for code like salesforce and codellama actually do an extremely good job though, but only on the languages each model is trained on (a C++/python trained model like codellama is not going to be able to give you very meaningful javascript/etc). The IDE plugins are actually pretty useful, being able to highlight and suggest refactor, asking it to find possible memory leaks, showing an example of an algorithm, etc.

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

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.

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

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?

aeva,
@aeva@mastodon.gamedev.place avatar

@YoSoyFreeman With GPU ray tracing, perf degrades tremendously as rays diverge, and if you want to hit the fast path at all you need to conform to a strict subset of the functionality available. You end up with a mountain of hacks to make it workable for anything beyond trivial applications.

Using GPU ray tracing to accelerate CPU computation usually means 1-3 frames of latency for readback, so it's an impractical substitute for stuff like physics queries.

aeva,
@aeva@mastodon.gamedev.place avatar

@YoSoyFreeman it's also often not the fastest or even the most accurate way depending on what you're doing

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

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.

Haijo7,
@Haijo7@snac.haijo.eu avatar

i recommend starting with C.
actually, i recommend sticking with C. C++ just adds clutter

beeoproblem,
@beeoproblem@mastodon.gamedev.place avatar

@Haijo7 @YoSoyFreeman c++ can provide some useful stuff if you limit the features you use.

RAII (resource acquisition is initialization) with exceptions is a really handy way to handle stuff like memory allocation, locks, files etc more safely than in C for example. It makes avoiding leaks, double free etc easier

Getting into the weeds with metaprogramming, boost etc gets very complicated very fast though.

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.

Emi,
@Emi@mastodon.gamedev.place avatar

@YoSoyFreeman don't worry at all! I know you are busy getting your hands dirty 😅

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?

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.

krazyjakee,
@krazyjakee@mastodon.gamedev.place avatar

@YoSoyFreeman can't they hire the Godot-jolt guy and just move it to core?

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.

samf,
@samf@mastodon.gamedev.place avatar

@YoSoyFreeman You've been making really incredible progress on the Godot character controller + collision work. Seems like it’s much better than what Godot offers today, but isn't quite perfect?

In similar situations I've been in, I've found it helpful to know when to call it "good enough” and move on to the next thing. With where things stand today, what's still required to use it in an actual game?

bitinn,
@bitinn@mastodon.gamedev.place avatar

@samf @YoSoyFreeman same, I am going to say it will feel a lot better if you can release something and reach an audience that enjoy your game (go charge for it, even).

For most people, it would be their first impression with your games, keep trying with new audience, you will get there.

(If you want to work on something more defined and get payed for the time being, there should be no shortage of remote gamedev gigs.)

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.

LouisIngenthron,
@LouisIngenthron@qoto.org avatar

@YoSoyFreeman Have you considered trying to fix these issues yourself? You're probably one of the exceedingly few individuals with both the experience and passion to do so.

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

@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.

SirLich,
@SirLich@mastodon.gamedev.place avatar

@YoSoyFreeman @supernovafiles Just wanted to say "you are heard". Working with Godot can definitely sometimes feel like you're stuck in a time loop, and not in a good way.

My personal little ray of optimism is the fact that the 4.x "server" architecture is seemingly providing dividends . I'm not even positive I WANT to see e.g., Jolt merged in. I think having somebody else in charge of those add-ons can be a good change.

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.

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