Accidentally deleted a chunk of stuff from my project :(
(No, I don't have any Version Control on it)
I needed to rebuild from scratch anyway, to see if I've learned anything from this tutorial...
I still can't seem to see Project Organisation, and how to build structures.
I can do syntax, I can write functions, but how to link them all together?
I have continued to work on the live shader editor I created in Godot. I use this whenever I just want to fiddle with a shader, as an alternative to Shadertoy. If a shader works here, I can just copy it into my project.
I have a list of Scenes that I references in a script, but the "icons" for the scenes doesn't at all match what's in the scene. And it's very confusing as there are no other indication of what scene is referenced.
Are there any way to update or set the "icon" to what's in the scene?
A major part of my problem learning Godot is that I am used to Kotlin/Jetpack Compose, where one is meant to keep any data-manipulation the heck away from the UI, and just pass something to display, but it seems Godot wants me to do all the manipulation in the UI, and only have non-UI elements if I really have to...
I'm struggling to either see a comparison, or convert my brain.
If anyone has ideas for how to see Godot Code Structure, please do be pointing!
So there's a scene in one of the asset packs in the project that crashes Unity when trying to switch the scene to any other one. And since after crash, #Unity opens it automatically, until I can figure out the reason, I'm stuck.
Tested on two different machines, same scene crashes both.
Starting to be pretty certain the next project is in #godot.
Yesterday, I replied to a question in the Godot forum with a wrong answer (since I misunderstood the question at first). Today, if you google "godot delete pattern", that answer will be displayed as a "featured snippet" right on top. 🙄 (The correct answer is in the same thread, but so far Google hasn't picked up on it)
I am an amateur hobbyist coder, with a bit of experience in java/kotlin for android
I'm trying to get into Godot gameDev
If anyone has advice (technical or otherwise) for how to progress from the VERY basics, I am open to hearing it.
Well, it took about 2 weeks longer than I expected (spare time for programming is especially spare at times!) but I finally finished swapping out the graphical backend of my roguelike project with a handrolled one using #wgpu! I'm super excited to be fully in control of my #gamedev destiny!
Wgpu is still pretty difficult, even if it is cleaner than opengl with glow and #glutin. (And up-to-date with its own dependencies, always nice!) #rust
It does, but #Bevy falls into a sort of middle-zone for my #gamedev desires. I like working on my RL in Rust because I know how everything works down to a pretty low level, and that's a good learning experience and fun for a simpler 2D game.
If I just wanted to focus on the "game" and not the engine, I'd use #Godot and take advantage of the high-level features.
I do love that Bevy exists and wish them great success! I just don't need it right now.
I fixed this bug in my code yesterday but I'm sitting here crying laughing about it today. Godot The Game Engine You've Been Waiting For really said with its whole chest, THAT NULL CHECK CAN'T STOP ME BECAUSE I CAN'T READ #indiedev#gamedev#python#godot#godotengine