Interested in getting started with #gameDev in #godotEngine? I've written a free tutorial covering what I consider to be the basics.
https://mcoorlim.com/wp-content/uploads/2025/06/Godot-Basics.pdf
Interested in getting started with #gameDev in #godotEngine? I've written a free tutorial covering what I consider to be the basics.
https://mcoorlim.com/wp-content/uploads/2025/06/Godot-Basics.pdf
@kenney Just wonder how AIs feel
Always make sure to test your game on low-end hardware :)
Yesterday I "released" my Game State Integration plugin for Godot (https://github.com/Sch1nken/gdGSI).
Today I created some real world example projects with it :).
Edit: I think usecases range from speedrun streamer overlays to game tournament overlays.
If someone really wants to interface hardware with it I would advise a more specialised approach :)
I did a thing: https://github.com/Sch1nken/gdGSI (please diregard the borked links in the README...).
Its a godot engine plugin that allows users (and devs) to easily share specified game state variables to http or websocket endpoints. Similiar to https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Game_State_Integration
It can be used for example for stream overlays for speedruners or tournaments or to control your RGB LEDs :)
Also there are example endpoints here: https://github.com/Sch1nken/gdGSI-endpoint-examples
Acerola (the bastard!) made a video about terrain generation and gave a challenge. I was already thinking of trying to make a block game after my current project. Godammit I'm gonna make a frickin terrain generation system now aren't I?
Last time he did this I made a plugin for Godot that generated Shell fur with minor physics interaction (specifically the approximated velocity based on frame sampled positions of the entire mesh) based on an existing mesh.
@glaskows can you tell me how many Pins it has? Cant find a data sheet either but found several references to it potentially being a transceiver, some demodulator an opamp or a, to me most likely, "sample and hold amplifier".
Looking up just " SHM" in relation with data sheet shows up a few shm named chips (SHM-12L, SHM-IC-1(M) etc) and they all Seen to be sample and hold amplifiers.
Just wild guesses though, nothing conclusive
I am currently creating my own blog/portfolio website. CSS has become a lot nicer since I last actively used it (about 10-15 years ago?).
I added a theme-switcher (light/dark as well as high/normal contrast) into my navbar.
To webdevs: Is this a good place to put it? Are there any common design languages I should be aware of for such things?
I already read the browser preference but want the user to be able to override it easily :)
I think what I want to say is the age old tale of "a tool is only as good as the person using it". ("AI" might close the gap, or make you think it closes the gap, but fundamentally it's like with calculators. If you don't know what you're doing, or supposed to be doing, pressing all the fancy buttons on it will usually not produce the right result).
3/2
"AI" is only as good as the user using it. Sure it can "extrapolate" a bit from the users standpoint, but without guidance, a good chunk of domain knowledge and general experience they will only make a mess.
I've seen first hand how "bad" it can get (someone at the company I work for thinking they can just magically create some low-level smart-home BLE Matter thingy with a semi-documented SDK).
Well, I stopped counting the weeks and still hear cursing every daily...
2/2
At my dayjob we have were asked nicely and have been encouraged to incorporate more AI (here: the usual LLMs like ChatGPT) into our dev workflow. Okay, sure, it's my job, I'm getting paid no matter what. Having worked with LLMs a bit now, I feel like there is a correlation between people hailing "AI" as their savior and people not good at their job (or rather, not knowledgable in the field they're trying to use "AI" in).
1/2
@mux213 Sorry for messaging you out of the blue: I am currently trying to implement a simple 180° SBS Image Shader in Godot. In a Spatial Shader I can use the VIEW_INDEX to get the correct side/eye, but I thought I could just use a sky shader to not bother with an inverted sphere mesh. But VIEW_INDEX is not available in sky shaders. Is there a specific reason for that or did the need just never arrise?
Thanks for all your hard work :).
Are there some privacy focused web analytics tools? I basically only want server side stats on what pages were accessed. If possible no IP logging or cookies at all. Basically nginx access logs but in fancy?
Bonus points if it integrates into the django (or wagtail) admin interface.
Even better if free and open source.
Clarification on the damage-timestamp pair: I only changed array entries when actual damage happened. I did NOT fill 0 values every tick no damage happened. I then used the timestamps (or rather game tick count) to filter the array to only look at the relevant damage values from the last n ticks / n seconds.
I tried a fixed size array with a moving index (ring buffer(?)) but that was too slow. Since my weapons can deal damage multiple times in the same tick I had a pair of damage-timestamp in each slot. This could break with very fast attacking weapons (or huge splash weapons).
I also tried "exponential moving average" it was a lot faster but it bothered me that the final value is never reached.. due to the factor...
Are there any other good ways to deal with this problem?
(2/2)
Trying my luck here: I am struggling with efficiently calculating a (sort of) moving average value. In my game I have several (read: many) simultaneously active weapons. I want to calculate and display their damage per second (over the last n seconds). I tried two approaches (see followup post) but they were either too slow or always inaccurate.
(1/2)
"I am starting a petition to no longer refer to AI "art" as AI art but instead as Computer-Rendered Artificial Pictures (CRAP).
Pass it on."
@silvermoon82 @pierstoval can confirm this. My SO tried to play an old macromedia flash based horse management on windows 10 (its a desktop game, not browser). On windows certain screens where just full white. Couldn't get it to work even after fiddling a lot. Running it via wine/proton worked without issues :)
For all those who have always wanted to know how to use the Pixel Processor from Substance 3D Designer: https://www.somethinglikegames.de/en/blog/2025/pixel-processor-01/