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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

@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

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

Bluesky people continuing the proud twitter tradition of getting angry at a version of a post that exists only in the vague haze where their reading comprehension should be

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