@krazyjakee@mastodon.gamedev.place
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krazyjakee

@krazyjakee@mastodon.gamedev.place

EM @ Twitch. Lead @ Toasted Games. Game dev & Author of the Nodot composition library for Godot

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simonschreibt, to gamedev
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A website where you do NOT want to appear when releasing a game.
Fight the evil by going to the GOOD site: https://store.steampowered.com/app/2657850/Cozy_Space_Survivors/

krazyjakee,
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@simonschreibt take the compliment. They weren't going to pay anyway.

krazyjakee, to godot
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We got insanely lucky... Michael Baugh, the composer working on the soundtrack for "Metro: Awakening" has joined us to produce the soundtrack for Oversleep: https://store.steampowered.com/app/2618540?l=english

ColdEmber, to VideoGames
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Do we really have to get down?

video/mp4

krazyjakee,
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@ColdEmber really awesome environment art!!

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

godotengine, to godot
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Seemingly, people still need to see proof.

Can everyone drop their 3D Godot games in the replies please? 🎤⬇️

krazyjakee,
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@Zylann @godotengine I can hear your PC from here

krazyjakee, to godot
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has several types of 3D collision shapes, each has a different purpose. You can generate these using the mesh drop-down. However, if you want more performance, you would add a very simple collision shape such as a cube. I would argue this is the most common use case. This cannot be done automatically. Surely there should be an option to generate a collider using the AABB of a mesh?

krazyjakee, to godot
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New Node. Very simple. DrawAABB. Can take single or multiple meshes and draw their AABB shape. My use case was needing to detect which area the player was in on a timer. I add the room or environment meshes to the DrawAABB node then use aabb.has_point(player.global_position) to check if the player is in the area. Why not use Area3D? This is less expensive and dynamic based on the scenery meshes.

krazyjakee,
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To continue... no physics engine or player can be trusted NOT to launch game critical items out of the world. Introducing the OutOfBounds node. Add it as a child of any PhysicsBody, Set how long between each check and which nodes (AABB) represents the boundary. Now, whenever the item gets lost, it will be transported back to its starting point.

krazyjakee, to gamedev
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Be careful y'all. This is a fake tool sent by email. It steals keys.

anchorite, to gamedev
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krazyjakee,
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@anchorite i instantly forgive the lack of visibility for this quality and juiced interior

krazyjakee, to godot
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"always on-screen" current available controls. Kinda like overwatch. What do we think? When is it right to do? #godot #godotengine #gamedev #indiedev #indiegame

krazyjakee,
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@betalars I'm talking specifically about inputs like, the key names (space, ctrl etc)

TerraDev64, to gamedev

I'm so excited to show what I developed this week for screenshotsaturday.

I'm so proud of the work. (It's mostly backend stuff, but it's kinda having the gameloop almost finished.)

krazyjakee,
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@TerraDev64 chameleon twist??

krazyjakee, to godot
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One of my first experiments in was a space game with FTL travel between systems and instanced landings inspired by mass effect.

video/mp4

krazyjakee, to godot
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I have a lovely custom node called PlaneGate3D. Super useful for doorways to trigger things based on if the player has entered or exited the room. It is simply a Plane that detects when something has passed through forwards or backwards. It is also very hacked together and actually uses an Area3D box and stores entry and exit positions to trigger the exited_forwards and exited_backwards signals. Is there a nicer way to achieve this?

krazyjakee, to godot
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krazyjakee, to random
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So many technical issues with OpenAI. Nevermind the hallucinations, just stability for their authentication servers would be a start.

krazyjakee, to godot
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In , how do I render a giant 3D planet in space without rinsing my GPU? I've tried viewports and skybox shaders with a viewport texture rendered on top. Subviewports are sooo heavy

krazyjakee,
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@muhuk good point. Low geometry, large texture.

krazyjakee,
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@muhuk from the player perspective, the planet geometry will need to be insanely large to be realistic. That's why there needs to be positional and layering tricks to give the illusion of colossal size. Godot doesn't seem to offer a non-gpu-draininh solution for this.

krazyjakee,
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@muhuk fine on my hulk of a PC but rips low-end gfx cards to shreds

video/mp4

krazyjakee,
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@betalars ideally you would see the rotation of the planet, yes

krazyjakee,
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@betalars mother. f****r. It's the atmosphere plugin for the planet...

milehighcoder, to godot
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Today, I worked on running a Godot project on a Raspberry Pi 4. I have now set up an export template and a method for delivering executables to the Pi. It was surprisingly easy to export a Vulkan project to the Pi, and now I can focus on the enjoyable parts. My plan is to create small games to play on an LED grid in a micro arcade!

krazyjakee,
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@milehighcoder right. Well I'm following you then!

Kerzoven, to gaming
@Kerzoven@mastodon.social avatar

Brand new city builder, where even animals are simulated like humans! 😀 🦊

Check it out on Steam!
https://store.steampowered.com/app/1733110/Of_Life_and_Land/

video/mp4

krazyjakee,
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@Kerzoven who did you hire to do the reddit posts? They messed that up completely. https://www.reddit.com/r/tycoon/s/ISuuPCr61u

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