I don't think #Godot physics engine is able to keep up with our initial idea for #PirateJam ๐ Limbs flying off all over the place! After a bunch of hours trying to stop it, we're going to pivot to a new concept entirely. #gamedev
I don't think #Godot physics engine is able to keep up with our initial idea for #PirateJam ๐ Limbs flying off all over the place! After a bunch of hours trying to stop it, we're going to pivot to a new concept entirely. #gamedev
Few things I love:
* Super simple to learn
* Really easy C interop
* Error handling
* Comp time
* Build system
I really like Rust, but Zig felt as safe as I needed while still giving me full control of memory allocation. I look forward to trying some bigger projects in Zig.
Does anyone else get unreasonably excited for Advent of Code each year?
Now, what language to learn this time...๐ค
I'm thinking either Odin or Go this time...
adventofcode.com
Loving the art style mate!
Decided to give #ziglang a go by using it to build a chip8 emulator. Absolutely love the language! I wonder if there are any decent zig bindings for #godot yet? ๐
Nice problem to have! The vibes on this platform are phenomenal, glad you're suffering from success.
I think this is the likely only solution with Godot currently. I'll look into it, cheers mate.
Yeah that's essentially how it works.
Smaller blocks help performance, but they create glaring seams between meshes when vertices don't fully align. The pixel shader does a really good job of highlighting them too ๐
๐คฃ thanks for the idea mate, I'll give it a shot.
Thanks for replying! The deformation is already being handled in a vertex shader, the issue is that the mesh has a lot of wasted vertices until the plow actually deforms them. I need some way to either reduce unplowed verticies, or only render the full vertices around the player.
Anyone have ideas on optimising snow deformation in #godot? The usual approach is Tessellation, which isn't currently possible in the engine. I've broken the snow into 100x100m chunks and use lower resolution meshes for the far away chunks but it's not really helping enough. #gamedev
That's awesome! Hope you like the vid.
Looks pretty cool on primitive shapes too!
Hey all! The tutorial for this #Godot 3D Pixel Art shader is now up on YouTube!
Check it out! t.co/NGSltmgD9E
#gamedev
Hello World! ๐