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Welcome to the programming.dev Godot community!

This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.

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Wormhole

!roguelikedev@programming.dev

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founded 1 year ago
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It's only available for verified Nintendo Switch developers. Also no C#/GDExtension support.

Additional details are available for authorised Nintendo Switch developers in the forum section of the Nintendo Developer Portal.

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Hi everyone! Do you remember the lightning shader that I was creating in one of the previous videos? This time, we'll try something similar but less chaotic, so the code will be significantly shorter. I'll show you how to transform a simple line into something like this.

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My previous post on figuring out a terrain implementation is here: https://lemmy.world/post/8540418

Terrain Project ^codeberg^

Player Controller used is also available ^codeberg^

I was quite upset for a long while that I could not figure out how to optimize my terrain systems. This I have now figured out.

What I am working on is three different processed terrain components:

  • Topology Data (TPD) # 3D Positions of where each terrain point/node should be
  • Texture Data (TXD) # Which texture each terrain point uses
  • Special Data (SPD) # Special data for specific terrain points

I have finished rendering a multimesh of the topology data and it runs smoothly on my rather old computer just as I need for all my games.

The problem of mapping a collision system to the multimesh was something that I did not like attempting to solve on my previous tests from last year. I have found a solution. I misunderstood what was causing the lag and assumed collisionshapes could cause as much fps drop as meshinstances.

This system is built to load in separate parts.

  • Generate terrain if necessary
  • Chunk terrain data
  • Render multimesh
  • Instance collisionshapes for individual terrain points

My next step is either of the following:

  • Connect vertex points for smooth terrain
  • Create python script (or godot software) for heightmap editing and creation
  • Figure out generation of single texture image to blanket over multimesh

I do intend to make this terrain destructible. I decided some at least four months ago that I would only render the terrain if an update signal was pushed either from a multiplayer server or the client side.

I will create a terrain editor for the engine sometime but that is not on the main plan. Height map conversion to TPD format will come first. Caves and underground are completely possible as well of course with the most recent commit.

This development will give me a huge step forward in all of my projects as many of them require this sort of terrain system. Also I was too lazy to figure out that one terrain plugin I suppose.

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Hello everyone! Let me tell you something about the audio system in the Godot Engine. As an illustrative example, I will use our point-and-click adventure, Whispers of Prague.

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Await Question (programming.dev)
submitted 10 months ago* (last edited 10 months ago) by plixel@programming.dev to c/godot@programming.dev
 
 

I'm curious what happens if you use await for a signal, but the signal is never received? Does this cause some kind of hangup?

For example if I have a function structured like so:

func foo():
    do something
    await signal.finished
    do something else

And the "finished" signal never comes, does the await call just hang indefinitely?

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Source code: https://github.com/TKperson/badapplenn

It's my first time using Godot, so source code is kinda messy

This project took two weeks of my life. Hope y'all like this

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submitted 10 months ago* (last edited 10 months ago) by 0WN3D@lemmy.cafe to c/godot@programming.dev
 
 

Hey, I am planning on building a co-op multi-player deck builder as a side project, nothing fancy or grand of sorts.

I'm kinda new to this Godot thing, but I kinda get the gist of it. Was always interested in it.

I have prior experience with Game Maker and Unity, so picking up the basics was rather simple, given that I also do programming as a job. So don't simply dismiss this as too ambitious a project to start with when learning Godot.

I just want to ask it out there, are there any advise on how I should structure the code or any advise in general? Just want to be prepared for issues in the future and plan for it.

Basically, my initial idea of the game is think of multiplayer Slay the Spire. But I want a more elaborate upgrade system to the cards, closer to Wild Frost.

For now, my head space for the design is to have:

  • Card details, ie names + descriptions + image are resources since they are data that are "loaded in".
  • Actual cards that exists throughout the run would be actual nodes, with modifiers as child nodes + Multiplayer spawners to syncrhonise them. Base cards will pull details from the resource and have an empty modifier
    • I previously tried to build it using Multiplayer Synchronizer, but then suddenly realized I can only sync simple properties. It didn't let me create a custom node and synchronize it. Then I had to resort to some ID system for the object which became rather messy.
    • Based on my current testing, Multiplayer Spawner seems to do its job better.
    • Should I use a "modifier node" + children to indicate the list of effects, or an array variable? I'm not too sure when to use the node to organize data vs using an array variable
  • The actual cards are stored as a global node, which would be moved to the "playfield deck node" during the gameplay portion

Lemme know if there is some obvious flaw in my approach or if there's a better way to do things. Or if such a project may be too ambitious with the current multiplayer library for Godot.

Especially the multiplayer aspects, since there is not "a lot" of tutorials on it, I feel like there's a few pitfalls that is waiting for me.

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submitted 10 months ago* (last edited 10 months ago) by popcar2@programming.dev to c/godot@programming.dev
 
 

TL;DR from the official Mastodon:

Have a TL;DR as well:

  • major render pipeline optimization
  • improvements in the animation area
  • a quality of life change for C# users
  • common Nvdia issue solved
  • Node & OS documentations overhauled
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Hi everybody! What you see behind me in the background of this video is the result of several algorithms commonly used in creating shader effects. Specifically, it involves the Voronoi diagram, a pseudorandom vector generator, and a custom color palette. If you like this effect and would like to use it in your Godot game, keep watching. I will demonstrate and explain how to create it from scratch.

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