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

0x2B or 43

YoSoyFreeman,
@YoSoyFreeman@mastodon.gamedev.place avatar

@aras 🎉 🎉 🎉 🎉 🎉 🎉

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,
@YoSoyFreeman@mastodon.gamedev.place avatar

@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
@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.

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
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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,
@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,
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YoSoyFreeman,
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@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,
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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.

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