Please don't forget that the assets are CC-By!
Posts by Nathan (GDQuest)
I'm looking forward to the talk! Will you put it up on your channel?
Also, are you going to GodotCon? If so I'll come say hi, I'll be around this time.
I'm curious to hear how that goes! If you have any questions about the plugin's code don't hesitate to ask.
Will you be at GodotCon in Amsterdam next month?
I'm sorry to hear about your car Kenney.
Thanks for all your work and contributions, as always!
EVERYBODY STAY CALM! we have realtime area lights in godot, I REPEAT, AREA LIGHTS IN GODOT, this is not a drill 🚨 🗣️
You really don't have to, it was a contribution to Krita/for the community. I'm just glad if it's useful to you!
Glad you like it! Made it based on past experience working as a game artist.
An absolutely incredible add-on for anyone making shaders with Godot! Click different lines in your shader code and instantly preview the output at that point in the code.
Good luck! Not being affected by how people phrase things is easier said than done.
For me it came from working in education, especially coding education for newcomers (and online), you have to manage a lot of frustration, anxiety, pride, etc. among learners.
At GDQuest and even including when I maintained the Godot docs, over 10 years, I can hardly remember really aggressive exchanges. It usually stops at people being frustrated on the first message and being happy or thankful from the first reply.
One trick for me is to always ignore the form. (4/4)
On aggressivity, which is a related problem: When people are frustrated, they usually just want to feel listened to and accounted for.
They feel that people won't listen or care or will reject them. You can disarm this kind of feeling with a warm welcoming response tone-wise. (3/4)
You can mitigate people's expectation but you need a large, constant, coordinated effort to foster a climate where people on your end set role models. You need clear, fairly transparent, and warm communication. (2/4)
On collaboration: Many people are used to demanding and thinking as consumers. Godot is Free Software, but actually in the mind of many this means "free app" like Unreal or Unity, it doesn't mean "crowdsourced digital commons." (1/4)
Recently I got invited to join the new Godot UX team. When I have time I will be helping testing editor PRs and make Godot more usable for everyone.
What are some of the most annoying things about Godot UI/UX that you think need attention?
Unity I think has a longer track record of having a large pool of professionals using it. When I worked in mobile (partly with Unity), everyone knew you couldn't do much against games getting stolen or ripped off, on that market it's so common. Even much larger teams couldn't avoid it.
A lot of people have fear of things being "stolen" from them, starting with their ideas. We frequently hear about those fears from students, who need reassurance.
It takes a lot of learning to understand the technologies you're using. Until everything clicks for people they go with what they hear.
This is so nice! I'd love to get a peek behind the scenes and learn how you set that up someday when you have time.
Screenshot of the recursive hash function in the array class in the Godot engine source code.
Just looked up the code out of curiosity, it calls recursive hash on every array element. So it seems to do a variant hash on every value + merge that into the hash it's already building.
The arrays are lists that can expand and I suppose if you add lots of things they might need to move to a different memory chunk and address, and if so you couldn't rely on the pointer being fixed. A developer who worked on core would know better if that's the reason though.
I was curious as to why the array elements were used back when looking at the source code, because as far as I understood, objects/nodes are hashed by their pointer address.
But for arrays, I remember that it iterated through every element in the array.
Just tested, just had to use ../../../project/path on mac of how mac signed apps are packages with the exec. in a subfolder. Seems to be working well! We have high schools that use macos, they should be happy about this improvement. Thanks much!
Not decided yet, I'd definitely like to say hi to Kay and you and many others. We're all always busy otherwise, it's a rare opportunity to sit down and see how everyone's doing around a (hopefully good) cup of coffee.
Glad you found someone! I'll be looking forward to the game :)
Ah, you can put that directly in the __sc__ file? Do you know if the relative paths in there work on all systems? I've been shipping a separate projects.cfg file to students, but on macos and some linux distributions the paths to projects must be absolute to work.
Merci beaucoup pour les retours ! Je suis ravi que dans l'ensemble, ça ne se soit pas trop mal passé pour vous.
It's really unfortunate. The open contribution and review model is labor-intensive in itself already, with most contributions being small pieces that take more work to review and onboard people than for core developers to do the work. If the trend continues it might push it to plain unsustainable.
Merci pour le partage !
Est-ce que ça s'est bien passé ? Avez-vous des retours sur le contenu ? Si vous avez du feedback, il est toujours bienvenu.
Thank you very much for the recommendation!
ssr demo for godot release page
Du coup, toi qui viens apprendre, tu te retrouves avec un logiciel 10 ou 100 fois plus complexe que ce dont tu as besoin, wt même avec un outil de programmation visuel, ça pèse sur ton usage au quotidien et augmente la charge cognitive quand tu apprends.