Our final 4.7 development snapshot arrives with #GodotEngine 4.7-dev5!
Asset store overhaul, rectangular area light sources, inline text shader previews, and more await:
godotengine.org/article/dev-...
Posts by TheDuckCow
(in fairness on the silence part, they also apparently use horns left often compared to my friend's home country)
A friend of mine had a layover in one of the largest Chinese cities, and was shocked how silent it was - every car was already electric. Though there's reason to be dubious of the *extent* of any individual claim, en aggregate it's pretty clear who's "charging" ahead.
Been there so many times. As a result, I tend to reach for global_transform more often than I should (not as good when you're far away from the origin). Always good to validate your assumptions!
Eying this section, thinking of @sandboxspirit.bsky.social
Even if I need to use bezier reasons for user ease of use/extension, could still at least default to curves that default to good circular approximation potentially
pomax.github.io/bezierinfo/#...
On a "tangential" topic, great article + linked page I need to absorb. Solved the base offset curve issue through polygonal sampling and that's fine, the real issue I'm sorting out is proper y-up tilt calculations of the offsets curves
medium.com/@all2one/com...
pomax.github.io/bezierinfo/#...
Took me too long to recognize the root of my tilt-preserving woes:
1. Is simple and I'm just messing it up
2. Looks simple but isn't
3. Approach flawed at a mathematical level (bingo)
Something-something power to know what I can code, what I can't, and wisdom to know the difference.
Just merged this demo scene to help validate the performance of various decoration types. Here, showing off multi-scene-instancing not being not very performant during frame refreshes. #godot #addon
github.com/TheDuckCow/g...
AKA I'm getting back into the swing here... lots to still sort out.
Visual representation of a git commit history with several temporary changes, which are "stashes", in a row unmerged
Me, returning to a WIP change from weeks ago and seeing this is where things left off
(aka me using git stash and apply to go back and forth to test changes)
Screenshot from Slay the Spire II, showing "Chapter 2 - Devastation, The Ironclad" being unlocked, with an MS-paint level placeholder artwork drawing.
Though no really my genre, of course had to play Slay the Spire II as a #godot supporter. I feel privileged to see the non-ai-placeholder artwork while I still could 😁
Yes, nobody in their right mind would install this all. But here's the thing: At some point they will say or claim you can only get some benefit like a refund or voucher for self deportation or something through the app, so even knowing people might feel forced to install.
👀 curious what you learn (and where your godot proposal/question lands)
Added a "wrap around" tick box to the RoadActor demo vehicle, super satisfying seeing the vehicles just loop around like this. Will be turning this into a broader decoration demo scene over time for the #godot road generator.
Time for some road addon decorations and WIP vehicle models! Check out the latest #godot #devlog here:
www.patreon.com/posts/march-...
A wheel steal character styled after TheKindKitten
Happy birthday to @thekindkitten.bsky.social, co-lead on @wheelstealgame.com - hope you had a wonderful day!
The above convo reminded me - you actually might find this interview I held interesting. Seems you already have a good grasp on many of the concepts, but maybe you find something interesting to note: www.youtube.com/watch?v=bVrk...
Yeah, t space based traffic would be more optimal indeed. For now we have been using distance based calculations along curves, which godot provides natively so it's little work (but obviously it does a little bit more math under the hood).
Oh interesting, yeah that's a good callout. In practice, I'm hoping to create editor gizmos so you're actually clicking in the 3D scene to drag the placement around, which will mitigate some of that. But does mean variable floating point precision I guess.
Just had some breakthroughs on the new decoration system - mostly internal technicals about how to handle interpolation with traffic and easing, but instead of boring you here's an actual demo of the main feature itself - curbs, multi mesh, and single mesh placements! #godot #road #addon
What appears to be a segment of road from inside the Godot interface is nearly unidentifiable due to squiggly barriers and grass planes overlapping, evidently due to bugs in the generation code
I'm altering the decoration curve mathematics, pray I don't alter it any further #godot #road #addon #procgen
Was not expecting the RFK Jr answer from you
Specific tips from top of my head from my own pain with it: really check your lifecycle hooks especially changing between scenes & undo redo.
Nodes exit and enter tree as you change scene tabs, ready only called once. Deleting a node in editor doesn't free it (else undo couldn't work), etc
A half hour? Not even a half day? Those are rookie numbers!
Shader loading should have been improved in recent versions, but a trick that could still work is during your scene startup, rapidly instance and release each of the assets you might need during a loading bar so it gets into memory. Your mileage may vary tho
Good catch! Thank you, just updated it now - and hope you have fun with the Road Generator 😀 Feedback always welcome
Relatable - been noticing my M1 increasingly heating up at times... But then finding out it's from 5x instances of blender running non responsive in the background because of (my own) borqd command line script, and don't realize till hours later. Feels like I upgraded my laptop each time I kill 'em
Can't wait for this one in particular, will make placement sooo much nicer - but also something I have a feeling a lot of people will miss given how it'll be a little hidden away
github.com/godotengine/...
A short but noteworthy #devlog update - what secret could be in store?! (plus, enjoy some hot off the press art asset updates)
www.patreon.com/posts/februa...
Debating whether to log into Twitter for the first time since who knows just to retweet this