[-] Feyter@programming.dev 3 points 4 months ago

Wouldn't be so sure about that Heisenberg principle. This Schrödinger's Cat thing must come from somewhere...

[-] Feyter@programming.dev 4 points 6 months ago

Windows ...

Because I don't want an OS that just works.

[-] Feyter@programming.dev 4 points 1 year ago

Man this Story hat so many plot twists in it...

Takeaway for the Story is: If you don't have a backup of your file and you don't monitor the backup process and you don't tested that your backup can actually be restored and you don't have a redundancy backup... Than yours file isn't saved.

[-] Feyter@programming.dev 3 points 2 years ago

Man I came to comment I had the same idea... Just to find out someone else has implemented it again...

But that's cool. I still not fully understand what this Flohmarkt is. Is it just a social platform designed to share things you want to sell instead of pictures of your food?

I should really take a deeper look into it.

[-] Feyter@programming.dev 3 points 2 years ago

Really? last time I checked Windows was the dominant player in professional music production but I guess trends can change very quickly.

So there is no real reason preventing Linux to become the domint system at any time.

[-] Feyter@programming.dev 4 points 2 years ago* (last edited 2 years ago)

What exactly do you have in mind? I'm not an professional sound engineer, but the last time I worked with sound effects in Godot it appears very mature and feature rich for me.

So what are you missing currently?

[-] Feyter@programming.dev 3 points 3 years ago

Cool that it works but why would one do such a thing.

I assume you could render 3D stuff over a 2D viewport? Not really understood your setup maybe this is exactly what you're doing.

[-] Feyter@programming.dev 3 points 3 years ago* (last edited 3 years ago)

All of what you showed as reference is a very surreal art style. I don't think "just" creating some lightmap and turning on glow will do it here for you.

It's starts with a consistent and outstanding look of your 3D models. So using standard Asset packs will most probably not bring you the wanted results.

Then I think the one magic trick you are not expecting is shaders. Especially the light part in it will most probably change the appeal of your scene a lot. Standard BSDF Shader (that is used by default for every 3D objects) is designed to replicate reality. However you don't want to replicate reality, you want to replicate a painting.

This video gives a great overview of what is possible when creating your own shader: https://youtu.be/jlKNOirh66E

It uses Unity but at least in theory I think you should be able to recreate all of this in Godot.

https://godotshaders.com/ holds some impressive shaders you can use and expand on.

[-] Feyter@programming.dev 3 points 3 years ago

What? Creating a nav mesh and copy pasting a script for the agents to move it will also just take a few minutes... It's just that if you want to know what you are doing this will take you longer.

[-] Feyter@programming.dev 4 points 3 years ago* (last edited 3 years ago)

I think you misunderstood the purpose of this. This is not for citizens to join it's an instance for government officials and offices. This is very good practice to prove a account is the official account.

But honestly I have more trust in my government to not exploit on me then I have in meta/Twitter.

[-] Feyter@programming.dev 4 points 3 years ago

And I'm on the other side thinking I don't see any reason to defederate threads just because it is run by Meta. We always can change our minds later.

I think we should see threads just as another instance of a new service. If we see that this instance is not playing well we defederate them. So same rules applied to all.

There are still good people on Facebook/Instagram how just never heard about Lemmy, mastodon and the Fendiverse. And even if Threads or other meta platforms will implement activity pup but no real Fendiverse services will allow federation with them those people will still never get in touch with us because they never interact with us.

Just knowing about activity pup exists will not change this. Most of those people don't have a tech background like we have and are therefore less interested in finding out what that stuff is. They will probably assume that this is some meta think to connect to other services of Meta.

I say letting federation open so people can see and find stuff from the Fedivers in meta Services and give people so maybe even the possibility to move from threads to mastodon (or Lemmy although I think this is less comparable to any meta service) will put much more pressure on meta then it will put on us.

If we defederate a few months after (because of any valid reason) this we'll be seen by much more people even on the meta side and the impact of this will be much greater. So meta will be willing to make fedivers happy (or at least less angry?). This gives the power back to us, the people. They will care about us because they are depending on us, at least to an extent. That's what the fedivers was created for I thought.

[-] Feyter@programming.dev 3 points 3 years ago

Actually I started a Multiplayer project quite some time ago (and never finished it to this day 🥲)

The tricky part about multiplayer in godot is not handling network connection stuff because this is done by Godot itself and you do not need to know anything about TCP or UDP and this technical stuff, although it does not hurt to know some background. So Godot is utilizing something called ENet-Protocol to implement Remote-Procedure-Calls (RPC).

That means you can call functions over the network in other instances of your game running. And from this 2 tricky things emerge. The first is that you need to construct those functions in a way that they cannot be exploited, not in an cheater manner and not in a system security manner (as long as you don't have any file system access in those functions at least the security aspect should be very easy to fulfill)

The other tricky part begins when you want your network game to be played outside of a fast Local Area network (LAN) and be playable in the open world of the internet. Because not only will you be forced to provide some sort of infrastructure enabling your game instances communicating from within a players local network with another instance in another local network, additionally packet travel time is becoming significantly worst and data lost must be assumed. So you need to structure the interaction of the game instances in a way to handle this. Basically you will need to predict what will happen in clients before you will receive any a definitiv answer and then maybe addapt to this answer without the player noticing this...

The following articles I found very helpful for understanding problems some might encounter while make a multiplayer game: https://www.gabrielgambetta.com/client-server-game-architecture.html

Also this videos I think are usefull to understand the concept of RPC and Multiplayer in Godot better. Please note that a older Godot version is just in there and the syntax has slightly changed by now but the concepts remain the same: https://www.youtube.com/watch?v=d8QpnamQq1A https://www.youtube.com/watch?v=lnFN6YabFKg&t=1s

And like always the Documentation also has somthing to say about this: https://docs.godotengine.org/en/stable/tutorials/networking/high_level_multiplayer.html

Some more tips to get you started: If you not already using it consider the Godot CLI to setup multiple instances of your game for debugging this is quite handy. https://docs.godotengine.org/en/stable/tutorials/editor/command_line_tutorial.html

And of course you could just skip all this RPC/Enet stuff and start implementing your own network calls but I don't think that this is really worth the trouble for 99.9% of the use cases.

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Feyter

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