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#godot

95 posts82 participants14 posts today
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📢 ¡Este sábado 12 de Abril en València! 🗓️
Vente a nuestro taller de creación de videojuegos con #Godot 🕹️ 👾
El taller es solo 1 de las múltiples actividades que hay organizadas en el super-evento de la #Retrópolis. :🎡

ℹ️ infórmate de todo aquí:
gnulinuxvalencia.org/2025-04-1

¡Te esperamos! 💌

Associació GNU/Linux València · ¡Taller de creació de videojocs al Retròpolis 2025! (2025-04-12) - Associació GNU/Linux València

I implemented player units and the possiblity to command them into my game Shatterpoint.

At the moment of speaking there is no possiblity to spawn them beside adding them via the Godot editor.

The units will attack enemies units and will be attacked by them, completing the last big feature of the game beside progression.

I was scared of that implementation because I thought it will be hard but in the end it wasn't.

Encara que la #fedijam hagi acabat, jo continuo desenvolupant el #Paraploimos

No puc penjar els canvis a itch fins que no acabi la votació de la jam, però estic afegint millores com el guardat de configuracions, o el mapeig del teclat. Estava buscant icones de teclat i he pensat "Perquè no la dibuixo jo". I després he pensat "Perquè no la faig com si fos una tablilla de Lineal B".

Total, que he acabat creant una col·lecció de pinzells a Krita per poder fer-ho xD

Okay, i was annoyed again, so I did a thing:
Windows doesn't previews .svg files by default in the windows explorer.
I needed some svg files for the AutoSizeText project github.com/SpielmannSpiel/Auto to create a new icon for it.

So I made an image viewer in @godotengine ^^"
Is anyone interested in such a thing? maybe even as a tool in #PEBI?
I think open sourcing this might also be a good idea.

#Godot #PGC #Subdivision #CatmullClark #GameDev #ProceduralContent #CSharp #LotsOfScaryLinq

OK, finally got away from cubes... of course, you can't see exactly what shape this is, because I didn't add any normal calculations yet, but "roughly spherical" broadly sums it up...

If I get time tomorrow I'll add the normals, and then look into adding the calculation refinement that lets us tag verts/edges as "sharp"... Combos of sharp and smooth edges let us create all sorts of shapes, like if you leave the top and bottom edges sharp, but the side ones smooth you get a roughly cylindrical shape... Or you can do a block with a hole in it if you do the same thing to the edges around a square hole...

Got a shell texture fur shader for Godot working today, based on a video and code from youtube.com/@Acerola_t

I've put it on a gist for now, but want to post to godotshaders.com at some point: gist.github.com/kaofelix/13dca

video: youtu.be/9dr-tRQzij4?si=t-GQl-

There are still some features missing from the version on the video, as well as improvements to make in the node code itself, but getting there!

Holy shit, I just found one of the most useful, underappreciated GDScript features in #godot: binding.

You create a button. For the click? You type

button.pressed.connect(response_function)

This calls response_function with no argument, because the signal has no argument.

You create 90 buttons. You want to watch them for clicks and know which is clicked... but the signal has no argument! How can you-

button[i].pressed.connect(response_function.bind(i))

Forces an arg.

This is SO NICE.