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Recent Notes

Yuri :godot: · 3w
I'm trying to make sure that my game is playable with: - mouse only 🖱️ - keyboard only ⌨️ - gamepad only 🎮 - bizarre mix of the above 🥸 Everything interactive is a part of the snapping...
Yuri :godot: profile picture
Everything is driven by a bunch of points and a ranking system (which still needs tuning).

Objects in the world space and UI register themselves as "interactors" and per request yield a list of points. And that list is contextual, depending on whether we're in an overlay or grabbing something.

Yuri :godot: profile picture
I'm trying to make sure that my game is playable with:
- mouse only 🖱️
- keyboard only ⌨️
- gamepad only 🎮
- bizarre mix of the above 🥸

Everything interactive is a part of the snapping system, should you choose to use it. This includes gameplay interactions, and now menus too.

Pencil is just for flex 🤭

#gamedev

1
Yuri :godot: · 3w
Everything is driven by a bunch of points and a ranking system (which still needs tuning). Objects in the world space and UI register themselves as "interactors" and per request yield a list of points. And that list is contextual, depending on whether we're in an overlay or grabbing something. htt...
Yuri :godot: profile picture
I really enjoy when they let F1 drivers speak their native language during the parade!

In this internationalized, americanized world you lose a little bit of your identity every time your thoughts are processed through the lingua franca. It's a cherished comfort to be able to communicate in your own words.
Yuri :godot: profile picture
You can load non-tool scripts in the Godot editor, if it's a direct load from a tool script. However, they may lose their static context in some cases if you do so.

When you run a project/scene and there are unsaved scene changes, the non-tool script will be reloaded, and static variables go poof!

So, always mark scripts as tool if they need to exist and persist in the editor. Even if it appears to work without.
Yuri :godot: profile picture
Now, why would this nasty bug be allowed by modern graphics APIs?

If your Godot project uses the Forward+/Mobile renderer, this bit of shader code will pass just fine. But if you switch to GLCompatibility, it will rightfully fail to compile! 🤬

Yuri :godot: · 4w
nostr:nprofile1qy2hwumn8ghj7un9d3shjtnyd968gmewwp6kyqpqltr45erkn29nr5gp79qerzlq5x7jrjhfytnge2xdf0s2xcdqyjgqu8rqqh Note that for me Godot reports much lower memory usage than the OS. I think it showed ...
Yuri :godot: profile picture
@nprofile1q... While I did my tests rather quickly, I don't think I've missed something. The only code path that I've disabled creates or updates tree items, and keeps references to them in a Dictionary. The latter is basically a map between two pointers, and commenting that specific part out went completely unnoticed on the memory graph.
1
AlexTECPlayz · 4w
nostr:nprofile1qy2hwumn8ghj7un9d3shjtnyd968gmewwp6kyqpqxlm22dggfnnfutmhlm5psyyfc6rvneyjmpaswnumqytfgm639j8qg0v4j3 7 or 8 Trees? Is this supposed to work like a spreadsheet or something? If you can, you probably should unload collapsible sections, or create your own system that fills out multiple VB...
AlexTECPlayz · 4w
nostr:nprofile1qy2hwumn8ghj7un9d3shjtnyd968gmewwp6kyqpqxlm22dggfnnfutmhlm5psyyfc6rvneyjmpaswnumqytfgm639j8qg0v4j3 yeah Tree is really in need of optimization. My approach is to load stuff on demand. ...
Yuri :godot: profile picture
@nprofile1q... Note that for me Godot reports much lower memory usage than the OS. I think it showed something around 3 GB in Godot, while system reported 5.5 GB for the running app.

Still, there is no good reason for your kind of jump either. What do you have there, just one column with a short string? 1.5 GB on that would be bizarre.

All the data that I add to the Tree is already in memory in scripted objects, and that fits into the first 1 GB. Then the Tree somehow needs 4x that.
2
Yuri :godot: · 4w
nostr:nprofile1qy2hwumn8ghj7un9d3shjtnyd968gmewwp6kyqpqltr45erkn29nr5gp79qerzlq5x7jrjhfytnge2xdf0s2xcdqyjgqu8rqqh While I did my tests rather quickly, I don't think I've missed something. The only code path that I've disabled creates or updates tree items, and keeps references to them in a Dictionar...
AlexTECPlayz · 4w
nostr:nprofile1qy2hwumn8ghj7un9d3shjtnyd968gmewwp6kyqpqxlm22dggfnnfutmhlm5psyyfc6rvneyjmpaswnumqytfgm639j8qg0v4j3 it's supposed to be a visual node graph popup that lists at runtime the available engine and project classes, and pressing the button of the class (e.g. AESContext, AnimatedSprite3D) loa...