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this thread's making me wanna try out Godot for real. also, how's pico8 nowadays?
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# ? Feb 17, 2024 11:46 |
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# ? May 8, 2024 05:44 |
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godot is pretty alright.
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# ? Feb 17, 2024 15:13 |
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Silver Alicorn posted:godot is pretty alright. was waiting for this
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# ? Feb 17, 2024 15:19 |
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I'm looking at my godot project again and kinda sorta trying to figure out how to make little rcs jet dealies when the spaceships move. dunno how, it's hard.
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# ? Feb 17, 2024 15:54 |
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hmm I think I'm on to something now but it'll mean putting particle generators all over the ship and I'm lazy
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# ? Feb 17, 2024 16:03 |
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A handy trick for position and rotation is to use a null parent with a good center point. Make the children node(s) all offset on one/two axis and just rotate. Local coordinates and transforms are really easy to reason about from a good center point. This makes stuff like camera work or dynamic rigs a bit easier too. I'll have a null 3d node always update raw position to match a rigid body to give me a good physics-free following reference. When I say null I really just mean a generic 2D/3D node
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# ? Feb 17, 2024 16:11 |
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It can be really easy to script too. Add some emitter instances in a loop on _ready() and just increase the rotation for each set or whatever
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# ? Feb 17, 2024 16:13 |
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I don't understand any of that but I'll figure it out
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# ? Feb 17, 2024 16:26 |
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Sorry, I'm bad about that. If you want to make like a ring of something, Put 6 of them at like (1,0,0) position and then rotate each one on Z 360/6*number. Or 2pi instead of 360 Then you get a ring of them with a radius of one and the parent node is ready to move as a group root of all eval fucked around with this message at 16:44 on Feb 17, 2024 |
# ? Feb 17, 2024 16:36 |
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you can also just use quaternion operations which tends to be the easy way to deal with rotations in 3d
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# ? Feb 17, 2024 17:32 |
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i've been using quaternions for a while
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# ? Feb 17, 2024 17:36 |
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That always scared my small math brain. I opened the Wikipedia page again and das allota maths Is it basically using a local vector3 as the axis of rotation? That sounds easier than I thought lol
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# ? Feb 17, 2024 17:49 |
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yeah idk the math godot does all that for me. I just tell it the start and end rotations
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# ? Feb 17, 2024 17:50 |
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Actually, quats in Godot have a slerpi() function so I'll have to read more later
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# ? Feb 17, 2024 17:55 |
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i also have a slurpee function
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# ? Feb 17, 2024 17:58 |
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love to slerp over here
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# ? Feb 17, 2024 17:59 |
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root of all eval posted:Are there any good spider games? Not man spiders but like spider spiders. sim ant lets you control spiders
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# ? Feb 17, 2024 18:51 |
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Silver Alicorn posted:love to slerp over here le me, le hirping and le slirping
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# ? Feb 17, 2024 19:10 |
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I’ve been fascinated with the idea of a “game” like black and white, but mostly just the simulation of people carrying out their lives mostly independent from the player’s actions. they would have random motivations for or against various types of actions that would allow them to thrive or cause conflict. like whether or not to cooperate by sharing information about a food source, or individuals that hoard it for themselves. I know there’s been quite a few ai simulations based around this idea, but to have it in a game where you can control the environment would be neat.
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# ? Feb 18, 2024 00:23 |
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there’s a game called from dust that is kinda like that but small populations I like the idea tho. i like the idea of idle games, you don’t have to play it, or you can if you want.
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# ? Feb 18, 2024 00:29 |
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that's just rimworld alternatively, banished
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# ? Feb 18, 2024 00:47 |
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# ? May 8, 2024 05:44 |
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Fuckin around at my first job we tried to make a flash game called Bangurang Super Baby Battle!! Where you customize giant mech babies that just uneventfully smash into each other firing lasers and missiles in random winner battles. The art guy at the time would have crushed it too, but alas, we were young and unmotivated
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# ? Feb 18, 2024 05:09 |