unfa,
@unfa@mastodon.social avatar

If you've worked with Godot to make 3D games you probably had trouble getting your characters behave reliably. If you were working on a movement-based game for any amount of time, you've probably felt the pain.

This here shines light on why exactly that is.

https://github.com/godotengine/godot-proposals/discussions/9646

There is hope for fixing Godot's character physic! Come over, and get involved!

Woodcat,
@Woodcat@mastodon.social avatar

@unfa The problem is that it's not a suggestion. It's completely unconstructive. A constructive proposal is "there is someone who can take care of the problem" and then discuss the conditions under which he will do it. And "hire someone" — well, it's not serious at all. Who and on what terms? What will be required of him? The developers know the problems with physics, which follows from this post. But the challenge is to find the right specialist.

unfa,
@unfa@mastodon.social avatar

@Woodcat No. A non-constructive (a.k.a non-actionable) feedback would be "this sux, wtf are you doing?!?".
Freeman's breakdown goes into tight details of what is broken, why it is broken and what needs to be there instead. That is actionable, you can post on Godot website and socials about a paid position for a physics programmer and get this done. We need someone who knows C++, knows or can learn Godot codebase and has at least a basic grasp on game character physics. The hard research is done.

unfa,
@unfa@mastodon.social avatar

@Woodcat Also if you see something that can be done about this issue, you can contribute to it yourself. Spreading the word is the easiest way. Talking to devs and Freeman about who to hire and then seeking such people online is something you just pointed out yourself. Without Freeman's write-up there wouldn't be much to go off of. Freeman got the ball rolling. Complaining that he didn't do everything already isn't very constructive of yourself, would you agree? You can do better than that! :)

Woodcat,
@Woodcat@mastodon.social avatar

@unfa

  1. If it's that simple, then give me an example of someone who could take it on.
  2. The requirements you listed are very far from what is really needed.
  3. I can imagine the difficulties and therefore I am staying out of it.
  4. Yep, the "suggestion" is completely unconstructive.
unfa,
@unfa@mastodon.social avatar

@Woodcat Have fun remaining idle and criticizing people who take action from the heights of your keyboard throne room. I don't have time for that. Bye!

Woodcat,
@Woodcat@mastodon.social avatar

2/3 Actually, the presence of these conditions shows that the circle of potential candidates is extremely small. And engine developers know such candidates better than I do. And if no one specially deals with physics, it means that such candidates are not satisfied with something or they just don't exist.

Also, I'm not the first one to get personal, but since I got caught up I have to respond accordingly.

Woodcat,
@Woodcat@mastodon.social avatar

1/3 For those who will be reading this discussion. Let me explain why the "suggestion" is unconscionably stupid.

A person who might take physics at Godot must meet the following two mandatory conditions:

  1. he must already know Godot. The engine is quite large and it's very time consuming to understand it from the outside.
  2. He should have not "general ideas" about physics in game engines, but personal practical experience in this field.
Woodcat,
@Woodcat@mastodon.social avatar

3/3 I promote Godot on various platforms. Which could potentially attract the right people. The links are attached. So this accusation is demagogic from the impotence to object on the merits.

And such "suggestions" are whining and nothing more.

https://static.makehumancommunity.org/relatedsystems/godot/tomcat.html

https://www.evolved-software.com/board/viewtopic.php?f=29&t=370

Bimbam_tm,
@Bimbam_tm@mastodon.gamedev.place avatar

@unfa Make Jolt core. Hire @mihe to maintain it.
Job done?

unfa,
@unfa@mastodon.social avatar

@Bimbam_tm @mihe It'd be a good starting point, but not all of it. Jolt cannot go beyond what Godot's core provides it with. So Godot's physics core needs to be fixed to provide reliable and complete information first.
Freeman goes into detail in the article about it :)

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