TsarVul

joined 1 year ago
[–] TsarVul@lemmy.world 2 points 1 year ago* (last edited 1 year ago) (1 children)

OK well you're not doing anything wrong. It's just that the default Godot physics server needs work. For what its worth, in this example that you've shown, the problem can be amended if you do the following:

  • In Project Settings -> Physics -> 3D

    • Set Time Before Sleep to 0.25 or lower.
    • Set Sleep Threshold Angular to 0.1.
  • You can also enable Continuous CD in the Rigid Bodies but that usually just helps with detecting collisions in fast-moving bodies.


Your other option is to replace the default GodotPhysics3D with another one, as has already been stated.

I wouldn't recommend submitting an issue to the developers. I'm pretty sure they're aware of the physics server shortcomings.

[–] TsarVul@lemmy.world 2 points 1 year ago* (last edited 1 year ago) (3 children)

Nah I don't believe it's normal. I just tried reproducing on 4.1.2 and it works fine on 60 ticks. I'd say try pushing a minimal project to a public repo on github or something that illustrates your problem. If we can't help you then, surely Godot Engine contributors would use it to fix an underlying issue in the engine.

[–] TsarVul@lemmy.world 9 points 1 year ago

I remember them saying that they intend to pivot to purely Unreal Engine 5. I'm assuming they're trying to shed developers who are experts in their in-house engine and will slowly start hiring UE experts. Mad easy to do so when young Polish talent are trampling over each other to get through the door to a job interview at CDPR.

[–] TsarVul@lemmy.world 1 points 1 year ago

I use Godot with .NET and this issue arises with me exclusively when I move tscn files around. I fix it by opening the broken tscn file in a text editor and I see whether it is referencing a scene that has been moved or otherwise doesn't exist.

[–] TsarVul@lemmy.world 3 points 1 year ago* (last edited 1 year ago) (1 children)

Maybe you can devise a custom gizmo for the spline nodes in your network graph. So each gizmo has an Area3D which monitors for a collider in the intersection nodes, and registers a connection when hovered over said intersection. You give two of the these gizmos to each of your ~~intersection~~ spline nodes for start and end, and you're gucci.

[–] TsarVul@lemmy.world 7 points 1 year ago (2 children)

I understand him having these views. Money was exchanged behind closed doors, deals were struck, whatever. I can imagine a financial incentive for him to sow dissent via shitty meme. I don't understand what's in it for his followers. Is it just about being contrarian? What more must he do or say for it to be clear to them that he's just kind of a bozo?

[–] TsarVul@lemmy.world 10 points 1 year ago

I'm sure the legion of bots that comprise their user base won't mind.

[–] TsarVul@lemmy.world 9 points 1 year ago

You're giving Elmo too much credit as this Machiavellian character. Ordinary capitalist. Appeasing your investors is the most common commercial reason. It's just that advertisers can't really provide twitter with business anymore on account of his bigoted optics, but dangerous governments can.

[–] TsarVul@lemmy.world 29 points 1 year ago

He's so transparent with his intentions, it's embarrassing. The only explanation of removing your own tool to combat misinformation is because it does not align with your own interests. There's no way to spin that fact in a positive light and yet there will still be people using twitter. It's actually getting really fucking hard to not be a misanthrope.

[–] TsarVul@lemmy.world 4 points 1 year ago

Yes! It very often is a reasonable thing to say! In the sense that if you fix one bug, you might be creating a couple more bugs. Like opening a can of worms. But the author in this case used this as a retort to the community saying "if you have an issue with the engine, and you can fix it, then please contribute the fix to the github repo". So ultimately, the argument seems to be why would one contribute fixes to the engine when one might have to fix another issue afterwards. This is antithetical to the nature of FOSS and immediately discredited the author, in my mind, as having a technical discussion in good faith. I'd love to give quotes that brought me to this conclusion, but the article seems to have been taken down as I write this.

They are better served using Unreal Engine and there's nothing wrong with that.

[–] TsarVul@lemmy.world 8 points 1 year ago

Well reasoned points.

Regarding your 2nd point, absolutely correct. But man does it look good in a hit piece such as this article. Appeasing the needs of the many is a delicate procedure that sometimes involves using in-engine data structures and not just fixed length arrays, much to the chagrin of the author. Less maintenance at the very least.

Regarding your 4th point, Godot can accommodate the need for precompiled shaders, it can add adapter layers around its Vulkanic render pipeline, it can technically play by console rules. But there is the one thing that it can't do. It can't just publish usage of a proprietary API to a public git repo. That will always be the albatross around Godot's ass. But I would pose the following question: is this a flaw of Godot or a flaw of the status quo, which forces FOSS into a permanent song and dance to be on equal footing with private enterprise?

[–] TsarVul@lemmy.world 10 points 1 year ago

Fucking exactly. And here to finish my article, a person that called Godot a "scrappy little engine" built by a "gameplay engineer".

Godot is obviously not a flawless diamond placed behind museum glass, but don't give me this bullshit that this article is written solely in the name of technical due diligence.

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