SpockBauru

79 posts

SpockBauru

SpockBauru

@SpockBauru

https://t.co/VSbT8GKZJ2 https://t.co/Hqpa11l92t

Katılım Eylül 2022
69 Takip Edilen14 Takipçiler
SpockBauru
SpockBauru@SpockBauru·
Soon, Twitter will be not available here in Brazil. Which means that I will not able to read in first hand what Godot devs are doing. Well, this is a goodbye I guess... See you guys in, well, Reddit maybe???
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SpockBauru
SpockBauru@SpockBauru·
@TokisanGames I'm looking forward for the separation of files per region, the instancer is a must for big worlds! Adding Godot curves (splanes) to make paths would also be nice, but files per region is more important ^^
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Cory Petkovsek 🎮
Cory Petkovsek 🎮@TokisanGames·
Now it's time to ensure Terrain3D supports Godot 4.3, Direct3D, and making Win/Arm64 builds for people to experiment with. I'm currently working on breaking up the monolithic storage into one file per region so a team can simultaneously work on different areas.
Godot Engine@godotengine

Listen up cowboys, the first Release Candidate for 4.3 just left the ranch 🤠 Noteworthy: support for Windows ARM64 devices and Direct3D 12 is available out of the box 📦 godotengine.org/article/releas… Want to get back into the saddle yourself? Visit ColdRidge by @FrogCoGames 🐎

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SpockBauru
SpockBauru@SpockBauru·
@TokisanGames Thanks! It doesn't have a name yet, is just a prototype for now. The car have regular shadowmaps but it seems that twitter compression didn't like the video so is hard to see... 😅
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Cory Petkovsek 🎮
Cory Petkovsek 🎮@TokisanGames·
@SpockBauru Looks great. If this has a name and links, send them to me so I can add it to the list of games using Terrain3D. I'd really love to see shadows under those cars. Maybe you can add it with negative lights, or just a dark translucent mesh with an inverse Fresnel shader.
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SpockBauru
SpockBauru@SpockBauru·
@flynsarmy @reduzio I couldn't agree more on all of these. And even intermediate tutorials are hard to find.
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Flynsarmy
Flynsarmy@flynsarmy·
@reduzio 1. Lack of more advanced tutorials 2. No built in terrain system 3. Missing features. We still don't have IK in 3D. Gridmap and vehiclebody are complete messes. AnimationTeee has no blackboard system, nested state machines can't take inputs. The list goes on.
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SpockBauru
SpockBauru@SpockBauru·
@reduzio 1 - Unhelpful error messages: It does not show which node/script the error is. 2 - Limited Remote play: It does not show in 3D editor what is happening in-game. 3 - Constant crashes when programming shaders: I didn't found where is the option do disable auto shader compile.
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SpockBauru
SpockBauru@SpockBauru·
@reduzio You are right, currently I'm using Davinci Resolve for video, Krita for drawing and people are saying good things about Affninity for photo. Only Krita is FOSS, the other FOSS alternatives are indeed lagging behind.
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SpockBauru
SpockBauru@SpockBauru·
@XorDev About the same, debugging is a way better but software is more complex, which generate more bugs.
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Xor
Xor@XorDev·
Is the problem of bugs in software better or worse than it was 10 or 15 years ago?
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Kakoeimon
Kakoeimon@kakoeimon·
@reduzio Well I prefer Blender's code of conduct, but yes you can pretend that you know and care.
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Xor
Xor@XorDev·
White is?
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SpockBauru
SpockBauru@SpockBauru·
@passivestar_ Hope it can be toggled in real-time. Many players don't like the effect and having to restart the game is a hassle...
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SpockBauru
SpockBauru@SpockBauru·
@godotengine @roadtovostok In Reflection Probes, the separation between Cull Mask and Reflection Mask is a bless! And I'm happy that LightmapGI and LightmapProbes are finally fixed!
SpockBauru tweet media
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Godot Engine
Godot Engine@godotengine·
This kind of support is invaluable to the engine's development! Shoutout to everyone helping us test PRs and dev builds, or sending in bug reports, you are MVPs (most valuable players) 💙
SpockBauru@SpockBauru

@riburing @lawnjelly Tested locally, made a MRP and sent some feedback to the PR, hope it helps ^-^ Since I can't do C++, this is the best I can do...

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SpockBauru
SpockBauru@SpockBauru·
@TheGroselha @passivestar_ I had the tree on my backyard, it's sour and sweet at the same time But I never ever saw a Groselha tree!
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SpockBauru
SpockBauru@SpockBauru·
@riburing @lawnjelly Tested locally, made a MRP and sent some feedback to the PR, hope it helps ^-^ Since I can't do C++, this is the best I can do...
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Hugo Locurcio
Hugo Locurcio@HugoLocurcio·
New in #godotengine 4.3: Collision and path gizmo colors are now consistent between the editor and running project. This paves the way to custom color support for CollisionShape3D (not implemented yet), as it already works in a similar fashion in 2D.
Hugo Locurcio tweet mediaHugo Locurcio tweet mediaHugo Locurcio tweet mediaHugo Locurcio tweet media
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