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@noiob I think animal gelatin would be a bad thing to suspend in a fluid from a health and safety standpoint

@duskdev Godot has the most powerful animation system I've ever seen outside of like... animation software; but it's generally best used for animations and stuff sort of adjacent to that

@duskdev weapon bob & camera shake are uniquely well suited for script-generated motion. The animation system is best for characters & more complex objects, or things that are going to play out the same every time with two or three keyframes that would be a waste to script. Scripting weapon bob & stuff lets you easily plug a bunch of data in there to make it look good which would actually be more complex to do via animation. Also you can 100% do everything with animations in Godot. Don't though

Kyra boosted

@foone military stuff doesn't have computers in it as such, but they do have a lot of computer-adjacent cyber organs that turn electrons into a monochrome projection that describes your velocity in 3D space and things like that

@foone in my mecha setting, the "brains" used in security intensive applications are single-purpose analogue machines encased in a special radiation scattering ceramic with certain components placed slightly differently each time to avoid stuff like remote microwave beam hacking

@duskdev yeah i think your best bet is a subviewport+extra camera+render layer 2 viewmodel and lights that run set_layer_mask_value(2,true) on themselves in the ready function

@duskdev best answer I got for you is "it sure does man" (this is a joke I know it sucks).
As a game developer who has never created a product anyone has played, my favourite way to do an FPS gun is to make it an object in the world. (This is also a joke, because it's an accurate description of what I'm like)

I guess a constant question in engine design is which weird dirty hacks to include when basically every genre has different ones in order to work right

@duskdev in terms of lighting; the different render layer+subviewport method. Unfortunately I think you might wanna use an extended light which sets itself to be on render layer 1 and also 2 or wherever you keep your viewmodel

@duskdev I've used subviewports and also the disable depth testing flag available in materias/shaders

@duskdev the projection probably is a shadow internally given that shadows are textures masked into the light attenuation space anyway

@argr because marmite is a distinct and flavourful local food, a lot of people like it less than the extremely bland poverty food that defines the rest of our cuisine. It's viewed as a divisive curiosity rather than a national treasure, if that makes sense.

It's sad how much current events mirror how growing up my bullies were never punished. I was just punished for reacting to my bullies in any way

Kyra boosted

Remember 2016 Mastodon? Remember how a bunch of trans programmers put in free labor to rapidly make this shitty program architecture into something relatively functional, and then Eugen absolutely refused to yield control of the project to the community? I fully anticipate that like 4 years from now he'll sell the project to Palantir with no hesitation

@mntmn yeah they had time to finish it this time

@duskdev been using it for a while but i still certainly have more ot learn

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