@aeva Fair enough! I'm not big into most genres that get frame-precise (fighting games, for example) and I've never noticed latency as a player where it was bad enough to disrupt my experience.
Maybe it's just me! I grew up on games like Mega Man with some arguably lousy/ice-skate’y controls, so it's entirely possible that I'm more comfortable with iffy timing? Or at least don't notice it as much, perhaps. I'll take any modern platformer’s latency over MM2.
@samf I think it's easy to accept high latency as being normal because of the switch to LCD screens made it ubiquitous for a decade+ and because the difficulty it introduces into games is invisible in such a way that it just feels like a given game is just like that. Some games are worse off for it than others. For example, most rhythm games include a latency calibration setting, because it makes a tremendous impact on difficulty.
Hey @Gargron quick question, why is Biz Stone on the US non-profit board for Mastodon? He’s clearly still invested in Twitter and Instagram as platforms, posting at both places but only uses Mastodon to syndicate his Medium posts. I’m not seeing any action to indicate any passion or interest in the fediverse whatsoever.
Moog’s new owner, inMusic, just laid off most of the Asheville team. Fucking hell.
[edit] this post has gone mildly viral so I’m going to update to note that the entire situation here is, in large part, Donald Trump’s fault. His tariffs on synth components shipped from China (chips, etc), but not whole synths assembled there, uniquely harmed US-based assembly like Moog was doing. Fuck inMusic, and as always, fuck Trump. https://www.synthtopia.com/content/2023/09/22/moog-music-downsizing-continues-with-layoffs-in-asheville/
The fact that #lk99 is not already obviously debunked is VERY PROMISING. It doesn't require any fantastical elements. The barrier to entry for reproduction is, relatively, quite low. The steps from the original paper are wonky, but multiple labs in multiple countries are claiming partial success already—which is par for course with a novel material.
If this were a nothingburger, with so many eyes on the problem, we'd be seeing multiple hard failures. And…we're not. 👀 👀 👀
Hey #godotengine#gamedev folks: I'm thinking about dipping my toe into tutorials (video or otherwise). What would you like to learn more about?
How specific nodes work? (“Deep-dive into AnimationPlayer”)
Solving general gamedev problems with Godot? (“Creating a Signal Bus in Godot”)
Something else? ("8-bit sound fx generator comparison”)
etc etc etc #godot
@KaizarNike Oh interesting. In my experience, nearly everything else is improved! Beyond shaders, I’d say it’s a definite yes. But I’ll think on this. 🤔
If you're using a TileMap, and there's even the slightest chance you might want to animate one of the tiles at some point in the future ever, make sure to prep the tiles in your sprite sheet vertically. Unique tiles top to bottom, frames left to right. The out-of-the-box tile animation functionality only allows for a columnar layout. Which I discovered the hard way. 🙃