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submitted 3 weeks ago* (last edited 2 weeks ago) by Zykino@programming.dev to c/godot@programming.dev

I have been looking for a way to move non player entities on the map. For example I want cars to move around road, a parking lot, … I found way too many options without comparaison to see pro/cons. Is there a ressource telling which option is privileged?

I saw (in 2D, but I suspect all/most have their 3D equivalent):

Option My understanding
Path2D Very rigid path to follow (only saw used with tween). Can be nice to follow tracks, insert cubes in slot, … But when trying to have a more natural movement, with a bit of variety thanks to physic I don’t see how to do it.
AStar2D (and the AStar2DGrid variant) Robust algo known everywhere. Can add weight to connections. I suspect to make it work we have to give points to reach so we should "cover" the maps with points and link them together
NavigationServer2D Same as AStar2D but experimental, more automatic. Instead of specifying all the point we specify accessible zones. But adding weight to the connection is less obvious (using NavigationObstacle2D?) may be less customizable also?

Are there more options?
Is my understanding of each correct or completely wrong?
What is "the best" one (in Godot 4.3)? Like is there big performance drawback for some (at 100 entities there are lags or whatever)?

Keep in mind that I want my game as little as I can to understand how Godot/game engines work (I’m a developer so that part is easy, Scenes and Nodes choice less so), I don’t really care if using experimental feature means it disappear at some point or change behavior.

Edit: Just found out the official page explaining the different methodes.
So AStar is for grid/pathing on a set of points while NavigationServer can navigate to any point on the accessible area and uses A* as an implementation detail.

=> I think for my use case A* is better suited since I want to move on roads (that look like a grid with weight being the length).

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Theres similar settings for paths, navigation, and avoidance

Alt text: Hovering over the Visible Collision Shapes setting in the editor and a tooltip showing with "When this option is enabled, collision shapes and raycast nodes (for 2D and 3D) will be visible in the running project"

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It is hard to get models out of Blender into Godot (correctly and without loosing half the work).

Gamedev relevant open-source projects should come together to create a new 3D interchange format. More in the GitHub discussion.

I've submitted this proposal to other open source projects as well:

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Up or down changes the value by 1. Up/Down plus shift being held changes it by 10. Up/Down plus ctrl changes it by 100. Up/Down plus alt changes it by 0.1

Alt text: The x value in the position variable changing by values of 1, then 10, then 100, then 0.1 from different key combinations.

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This makes it so that its disconnected from the main editor and you can drag it onto other screens

Alt text: A tooltip appearing over the godot edit saying Make the Script editor floating. Appearing near the top right of the script window due to hovering over the top right button there.

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Alt text: Godot editor looking at the Action on Play setting opened and showing the options Do Nothing, Open Output, Open Debugger

This is yesterdays tip but ended up falling asleep before It was posted so there will be another tip today

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Hey everyone! I would say that there are never enough post-processing effects, and it’s good to have as many options as possible when deciding which would fit best for our game. This time, I’ve prepared something simple again that fits into a few lines, yet the result can be quite interesting, especially if we’re not averse to some psychedelic effects. Let’s take a look at how we can implement a simple radial blur.

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cross-posted from: https://lemmy.world/post/22635533

Hello!

I am writing to ask for ideas from anyone of who you want to add and how they would be implemented.

There is a hobby I have of practicing my programming skills by creating open source versions of games I like to play.

For a while now, I have been really feeling the need for a GPL Super Smash Bros clone.

It would be so fun to have GNU and his family of characters (popular open source project mascots) to play as similar to how they have it in Tux Kart.

But, I am not very good with balancing and coming up with unique move sets. Could you help me out with fun ideas of what kind of fighting moves Tux and his friends might have.

If you have any special characters of your own design, then I can help after I add modding support.

The move set and control scheme will be exactly from the game this takes inspiration from (or latest version of it). This might change though, depending on what others may want.

Godot will be the game engine of course.

License will be AGPL-3.0 only! Unless there is a reason for another one.

Repository will be on codeberg.org as always

Name of Game: ??? Drop suggestions in the replies, thank you.

I am not the best developer and only really do quick prototypes, but with this information I can have a better direction of where to go. I can confidently tell you, this will not be too much of a challenge so you do not have to worry. So long as I have time to crunch, it can be made.

This posting is just for whoever may come across it so they can put their ideas out there. Development will not start immediately. I have not been able to work on anything at all recently, but will start again soon within the next few months.

I look forward to the thoughts of everyone. I very much prefer to work in Godot. Please ask as many questions as you need, I know this may not be so readable.

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This makes it so you can see details about things in the scene without needing to manually swap

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This makes it easier to print out multiple things at the same time without needing to do a bunch of string concatenation

Easy way you can remember it is thinking s for space and t for tab. When you want to print normally just call print. Otherwise add s for space or t for tab on the end of the function for the separators.

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submitted 3 weeks ago* (last edited 3 weeks ago) by Ategon@programming.dev to c/godot@programming.dev

Changing this to the lowest value (0.01) makes suggestions always appear instantly for really quick coding

I'm continuing my tip series with some more tips (ended up stopping it before since I got busy with some projects). Will have a goal of having tips at least until the new year

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cross-posted from: https://lemmy.zip/post/27055106

​Hackers have used new GodLoader malware exploiting the capabilities of the widely used Godot game engine to evade detection and infect over 17,000 systems in just three months.

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Hi everyone! I recorded this video outside my usual weekly schedule because it doesn't focus on any specific shader. However, it's a topic that's useful to explain, as not all details may be clear from the official documentation. The video will cover working with images in shaders, particularly different types of filtering.

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submitted 4 weeks ago by Eibriel@sopuli.xyz to c/godot@programming.dev

Before the game had an abstract "grab" mechanic. But having a physical tool seems more immersive (Skeuomorphic Design).

Coding that is shocking simple: Trace a ray to the object to grab, get the position, and apply a force on that object from that position towards the player.

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Hey everybody! There are many ways we can adjust or enhance what we want the player to see on the screen while playing our game. I’ve already discussed several post-processing algorithms in previous videos, and this time I’d like to add another to the collection, which is quite computationally inexpensive and is something between edge detection and converting a color image into a monochromatic sketch. Let’s take a look at it.

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I have heard many times that if statements in shaders slow down the gpu massively. But I also heard that texture samples are very expensive.

Which one is more endurable? Which one is less impactful?

I am asking, because I need to decide on if I should multiply a value by 0, or put an if statement.

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Hi everyone! Do you remember the shader I unoriginally called the Line Effect Shader and published a tutorial on creating it about nine months ago? Today's effect will be somewhat similar, with some horizontal structures twisting around and creating the impression of something liquid or almost plasma-like. Let’s take a look at how it’s programmed.

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submitted 1 month ago* (last edited 1 month ago) by Zibetnu@programming.dev to c/godot@programming.dev

I and a few friends worked on this as a passion project. We hope you'll enjoy it!

https://store.steampowered.com/app/2499500/Haunting_Hijinx/

https://github.com/zibetnu/haunting-hijinx

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submitted 1 month ago* (last edited 1 month ago) by Eibriel@sopuli.xyz to c/godot@programming.dev

I'm so happy about how this script that generates a roller coaster track from a Curve3D turned out!

You can find the code on GitHub.

Be sure to download track.gd, track_generation.tscn and meshes/track_sleeper_rollercoaster.res and fix the path to the mesh on the code.

The roller coaster will be part of my game horror Delta Park , adding to the creepy atmosphere.

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submitted 1 month ago* (last edited 1 month ago) by FencerDevLog@programming.dev to c/godot@programming.dev

Hello everyone! We continue the series of effects that we can apply to a selected texture or even the entire screen. This time, we will create a simple effect of breaking an image into hexagons, shifting the crop in each of these tiles, and the final composition of the entire image or, conversely, the decomposition, which can be quite a useful function.

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