eight-b-six
professional maker of unfinished things
godot tinkerer of 5 years, unhappy webdev by trade
- Since Microsoft is once again treating its people like garbage, maybe it's high time to leave that steaming pile of shit called Windows for good. And whoever allowed C# to enter and contaminate gamedev should have been slapped.
- I wonder what else enabling MSAA affects in Godot 4. So far, my pseudo-decal shader stopped working because it reads from the depth texture to align itself with the surface, and depth of field went completely bonkers on a mobile renderer
- What a lovely Sunday to question your human modelling skills
- One would've thought that modelling hands would be easy, since we have them in front of us all the time
- Windy
- I'm on an asset spree lately
- Turns out reading depth texture with MSAA turned on is not a good idea
- Me discovering skeleton bone metadata, thinking I can store constraints globally for all modifiers: :) Me realizing how broken it is: :(
- I really need to stop tweaking the animations and IK, everything still feels janky, and I don’t know how many all-nighters I have left in me
- In today’s episode of being an idiot: I thought incorporating scale correction into the IK solver was breaking something, but it turns out it was just the raycasts hitting the player’s own collision capsule
- Since when did calling a "job" an "opportunity" become so ubiquitous in everyday speech? Can I vaccinate against it?
- From the moment I ditched AnimationPlayer I was tempted to try and tackle the way Chaos Theory handled it's movement. Freezing in pose with frame-by-frame progression and ability to forward/reverse. But I'm also pretty sure it'd look goofy with my animations, and didn't fit player character style
- Quite nice side effect of finally including main directional light as detectable by lightmeter - you can hide in your enemy's shadow if you're daring enough
- While refactoring the detection logic, I settled on an awareness manager approach - each of the three senses scores between 0.0 and 1.0, and their values are summed into a final danger level. Each sense/gimmick can also be toggled via flags, which is useful for making dumber enemy types.
- I don't know if it's a common approach, but I find "cancelable_on" decorator in my behavior tree implementation extremely useful, it fails any subtree that returns "running" status on a provided condition. The missing piece that made everything 10x reusable
- Talking to the NavigationServer directly gave me so many stupid bugs that I’ll just take the deserved L and use the NavigationAgent instead. If those dumb bugs show up again, everything’s going in the trash and I’m switching to the trusty autonomous agent algorithms that have never failed me
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