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#godotengine

6 posts6 participants1 post today

So I have PDCs tracking targets accurately in #VR, and this poses an interesting #GameDev problem: How do you throw thousands of rounds per minute into a scene without tanking performance?

I want these projectiles to have travel time like real, physical bullets, but I don't want the overhead of actually having to instantiate thousands of physics objects.

So what I'll do is a time-delayed raycasting system to resolve hits from simulated bullets instead of real ones.

1/n

Replied in thread

Trucos de Godot @gabriel_g_jaime
tube.kockatoo.org/w/tEuNjEghEQ

Una exploración práctica de los aspectos menos conocidos en el desarrollo de videojuegos con Godot.Desde configuraciones técnicas como resolución, filtrado de texturas y optimización 3D, hasta decisiones de diseño como la selección entre tipos de cuerpos físicos. Exportación para diferentes plataformas, manejo de interfaces, personalización de temas y técnicas de implementación de sistemas de guardado.

Guess who's all in a muddle!
I've got lots of ideas for what to do next with my game, but not sure which to work on, or even if they are good ideas!
- completely reimplement Workers. Make them independent from Huts. Attach State Machines to Huts
- figure how to do Ramps, with irregular Terrain
- add the Supernatural stuff - possessed Workers, corrupted Goods, defences
- split Tools into types (Saw, hammer, scythe...)
- UI. Just... all of it...
and more...

My entry to the eighty-fourth Godot Wild Jam is up! And it's a bit of a throwback... because it's a remake of a GWJ entry I made six years ago.

In Hivemind Redux, you control three alien critters as they try to escape from an underground containment facility. This time, I focused mainly on animating the creatures and the world around them - there are some neat moments in there!

johngabrieluk.itch.io/hivemind

ho cool, I did not see this before but someone developed a #godotengine extension to use #puredata in the game engine ... github.com/fediazc/godot-pd
does anyone have tried this ?
(of course nowadays I don't have much time to engage into this exploration, but this is a good thing for the future me ;p )

GitHubGitHub - fediazc/godot-pd: Pure Data GDExtension for GodotPure Data GDExtension for Godot. Contribute to fediazc/godot-pd development by creating an account on GitHub.

Hi there! I'm freeman! And i'm developing a first person adventure horror game in #godotengine

For the longest time i been focusing 100% on giving back to the community, and now that i'm working on a proper game i could really do with a little help!

You can support me here!:

ko-fi.com/yosoyfreeman

I'll keep posting frequent updates and thinking about ways to give something back to the community. If you don't feel like supporting me, checking my work would be cool too!

boost appreciated.

Ko-fiSupport Yo Soy Freeman on Ko-fi! ❤️. ko-fi.com/yosoyfreemanSupport Yo Soy Freeman On Ko-fi. Ko-fi lets you support the people and causes you love with small donations

I just learned about Redot, which seems to be just a fork of Godot with.... changes?
I have no idea what changes, couldn't find any info as to what is actually different between the two.
The docs seem to just be a copy paste of Godot's with a "CTRL+F replace Go with Re"?
I don't know, but... what? 🤨 What's the point?