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@ben This is one of the reasons given by #RedotEngine for forking #Godot:

"Over the years, we've observed Godot drifting away from being truly community-driven. They still claim to be, of course, but their actions suggest otherwise: over 3000 of community PRs remain unaddressed on GitHub, while corporate interests appear to have growing influence over feature development and bug fixes."

redotengine.org/blog/redot-why

#GodotEngine #Redot #FOSS #GameDev

Redot: Why We Forked - Redot EngineRedot Engine

An optimized Nodegraph in #Godot for pathfinding purposes :) each node is manually placed inside #trenchbroom (there are plans to automate this later on). My zombie is able to walk on these lines with the #astar class that Godot provides :D . This is inspired by Half-Life and I'll save the data as a resource in order to minimize load times (~800 nodes take about ~45 seconds), inspired by the AIN files :) . I'm happy with the result and flying monsters shouldn't be a problem at all anymore :D

#GameDev #Godot #CSharp #Huh So I am trying out the mesh-generation and subdivision code I wrote yesterday, and it crashed (FWIW trying to get the adjoining surface off an edge which really should have had one...)

So I delete all the cubes (this primitive approach builds things from cubes) and it stops crashing, and then I start putting them back until it crashes, and I start playing with the exact cubes I am using trying to narrow down precisely what crashes it...

And I go through a few cycles of getting it to crash, and then fixing it, and so on...

And at some point it stops crashing 😂 and now I have put everything back and it is *fine*...

This is not something I have ever seen with C# before, it occasionally happens with C++, esp. if you have incremental rebuilds and have been cancelling builds, so that some .obj file may have been miscreated, or not deleted when it should be. But I don't think I ever saw this before with C#.

Anyone else?