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Zi

@majormcdoom

Indie VR dev / founder of @cozycubegames.bsky.social. Making <<Penguin Festival>> in Godot. ๐Ÿง Past: Owlchemy Labs. Proud husband and dog dad. The Andy Serkis of penguins. - ๐Ÿšซ generative AI - ๐Ÿšซ genocide - โœŠ trans rights

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Latest posts by Zi @majormcdoom

I agree with that.

07.03.2026 03:54 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Yeah I don't think it's not reasonable. It's just annoying if you literally never want it.

Everything about a scene's editing-related state (environment, grid, FOV, etc) isn't saved unless I save the scene. That's always been the case for me. Do you observe differently?

07.03.2026 03:33 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

They come back if you don't save the scene after viewing it. They come back if you clear your project cache.
It's not a bug - it's just incredibly annoying if you never want it, but it's there by default as a constant chore. It feels like every time I open a scene, I'm hiding its origin.

07.03.2026 03:22 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

1) Most scenes with a meaningful origin already have something at the origin.
2) There's already a grid with thicker lines at the origin.
3) You can already press O to focus the origin.
4) I hate things returning after I disable them and I'm petty.

07.03.2026 02:54 ๐Ÿ‘ 5 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
A side-by-side screenshot showing a 3D scene with a lawn chair. The left side shows it with the scene origin visible, the right side shows it removed.

A side-by-side screenshot showing a 3D scene with a lawn chair. The left side shows it with the scene origin visible, the right side shows it removed.

If you're like me and you can't stand the huge origin lines in Godot that always shout for attention and return after being disabled, I made an addon that obliterates them. ๐Ÿ’ฅ๐Ÿคท Grab it here under "Never Show Origin": codeberg.org/MajorMcDoom/...
#GodotEngine #gamedev #indiedev

07.03.2026 02:49 ๐Ÿ‘ 25 ๐Ÿ” 3 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 0

I don't know how Kotlin specifically works, but in many languages the concept of an "enumerable" or "iterator" doesn't necessarily mean allocating it. The elements can be fetched as-needed, on step.

06.03.2026 19:50 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

I eventually saw traditional for loops as filling out a "Build-a-Loop" form.
1. What do you what to do at the beginning?
2. When do you want to stop?
3. What do you want to do every iteration?

Once I saw it in that light, I couldn't unsee the redundancy. It's arguably more convenient syntax? ๐Ÿคท

06.03.2026 19:42 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Oh yeah totally agree. Whenever I have an index like that, I find that for loops are sufficient. I use while loops when there is some less-regular logic of how things might count down.

06.03.2026 19:29 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Took me getting used to at first, coming from C++/Java/C#, but nowadays I actually see "traditional" for loops as being very clunky, and as essentially while loops with body code smooshed into the first line.

In contrast, the more "modern" for loops now feel more clean and usable. :)

06.03.2026 19:24 ๐Ÿ‘ 4 ๐Ÿ” 0 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0

This is how many languages are, like Python, or GDScript. The Kotlin documentation makes it sound scarier than it is. They should just immediately tell you that you can do:
for (i in 1 .. n) { }
Or you can do:
repeat(n) { }

06.03.2026 19:24 ๐Ÿ‘ 6 ๐Ÿ” 0 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0

Hey! I think using code completion allows you to see the color by looking up the name already. The use case I imagine for the cheatsheet is the other way around - looking up the name based on desired color. So I think grouping roughly by hue would be ideal!

06.03.2026 00:31 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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I used an annoying but not QUITE as annoying sound effect. ๐Ÿ˜…

05.03.2026 23:19 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

This was an important inspiration.

05.03.2026 22:05 ๐Ÿ‘ 4 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

YURI

05.03.2026 20:43 ๐Ÿ‘ 4 ๐Ÿ” 0 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0
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I made scooch tech. ๐Ÿง๐Ÿช‘โžก๏ธ
#GodotEngine #gamedev #indiedev

05.03.2026 20:40 ๐Ÿ‘ 157 ๐Ÿ” 17 ๐Ÿ’ฌ 11 ๐Ÿ“Œ 4
Preview
VR Forever | 2026 Submission Form // Hosted by Creature + Future Friends // Contrary to what you heard, VR is actually NOT dead. VR Forever is coming back after a successful first edition last year and this time we are open for submi...

Contrary to what you heard, VR is actually NOT dead. VR Forever is coming back after a successful first edition and submissions are open now:

forms.gle/fvU8BhqVPYfo...

Submission Deadline: March 31st

#VRForever is hosted by @creaturedotpage.bsky.social and @futurefriendsgames.com #VR #gamdev

05.03.2026 16:40 ๐Ÿ‘ 33 ๐Ÿ” 19 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 6
Preview
Make orthogonal viewport camera not neutralize its viewing distance ยท Issue #12388 ยท godotengine/godot-proposals Describe the project you are working on Any 3D game Describe the problem or limitation you are having in your project Orthogonal 3D viewport cameras are locked to being hundreds of units away from ...

I have a proposal open here: github.com/godotengine/...

05.03.2026 10:44 ๐Ÿ‘ 7 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
Fog is always at maximum in orthographic editor viewport, obscuring objects that are visible in perspective ยท Issue #88936 ยท godotengine/godot Tested versions Reproducible in 4.2.1 stable and 4.3.dev System information Godot v4.2.1.stable - Windows 10.0.22621 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1660 SUPER (NVIDIA; 31.0.15.516...

This one has been driving me crazy for years. github.com/godotengine/...

That's the top top top issue for me.

05.03.2026 10:43 ๐Ÿ‘ 18 ๐Ÿ” 0 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0

Found the problem. The chair responds to *locomotion*, and applies a full constraint. But, turning code executes right after that. So it does exactly ONE FRAME of turn (exactly 9 degrees) before the chair does another full constraint next frame. The result is a 18 degree shimmy.

05.03.2026 02:14 ๐Ÿ‘ 20 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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I keep forgetting I implemented facial expression tech. ๐Ÿ˜

05.03.2026 01:55 ๐Ÿ‘ 29 ๐Ÿ” 1 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Had to do it. ๐Ÿง๐Ÿซจ

05.03.2026 01:33 ๐Ÿ‘ 71 ๐Ÿ” 7 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 0

This was my first thought. ๐Ÿคฃ

05.03.2026 01:18 ๐Ÿ‘ 4 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

I have no problem including it, but still gotta look into it in case it's symptomatic of a deeper issue. ๐Ÿ˜…

05.03.2026 01:18 ๐Ÿ‘ 4 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Every once in a while my game does a thing that I have no idea how it's doing. Seated characters are supposed to be locked in place with no locomotion implemented. Yet somehow the seated player is... doing a shimmy??? Gonna look into it, but it's pretty funny.
#GodotEngine #gamedev #indiedev

05.03.2026 01:15 ๐Ÿ‘ 53 ๐Ÿ” 5 ๐Ÿ’ฌ 5 ๐Ÿ“Œ 1

Codeberg is currently down, but when it comes back up, you can pull the updates here:
codeberg.org/MajorMcDoom/...

04.03.2026 21:28 ๐Ÿ‘ 12 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Fixed TWO long-standing bugs in my Lines & Trails 3D addon!Trails sometimes made weird jaggies, and also used to linger around waaaaay past their time limit. All fixed now. Thanks @qbieshay.bsky.social for pointing me in the right direction. ๐Ÿ™
#GodotEngine #gamedev #indiedev

04.03.2026 21:28 ๐Ÿ‘ 101 ๐Ÿ” 8 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0
Post image Post image Post image

One for tween, one for the ease() function, and one for color constants, please. :) Thank you! ๐Ÿ™

04.03.2026 01:59 ๐Ÿ‘ 7 ๐Ÿ” 1 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 0

Also even though Blender has vertex snapping, it doesn't combine instant vertex creation, vertex snapping, and convex hulling all in one action. So this addon is still way more streamlined for my needs. Overall way faster for iterating.

03.03.2026 21:36 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

The asset import workflow doesn't work for me, personally. I try to avoid using it if I can. Material/mesh references break often on import, meshes always need specific import properties to be set, and also the whole "automatically put physics under visuals" is completely backwards for my needs.

03.03.2026 21:34 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Stoooooop!

03.03.2026 16:15 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0