2024-03-15 19:34:11
Holding stakes while waiting for Godot.
The #godotengine additions in #JetBrainsRider have been really good. Check them out in the latest release. It makes writing and debugging your #csharp
UI struggle on Godot/iPad.
Currently you can import files into a project by clicking [ ] on the file pad, and it will default the target directory to your selection. But this is not easy to discover.
So I figured "Let me add an Import File in the top menu", and I can popup a file selector.
But that would dump the files at the root of the project.
Alternatively, I would need to open *two* file selectors: one to pick the file to import, one to pick the desti…
C as used by Godot is remarkably resilient.
How to program in Godot - GDScript Tutorial - Brackeys #gamedev
UI struggle on Godot/iPad.
Currently you can import files into a project by clicking [ ] on the file pad, and it will default the target directory to your selection. But this is not easy to discover.
So I figured "Let me add an Import File in the top menu", and I can popup a file selector.
But that would dump the files at the root of the project.
Alternatively, I would need to open *two* file selectors: one to pick the file to import, one to pick the desti…
C as used by Godot is remarkably resilient.
Today I won't be doing any complex Godot/SwiftUI integration work.
Today is a day of SwiftUI leisure, and I am just going to polish some rough edges here and there in the UI.
Le logement n'est pas une marchandise mais un droit, n'en déplaise au gouvernement actuel du Québec. Plutôt que de se défiler sous de faux prétextes, le gouvernement devrait respecter, protéger et même promouvoir ce droit fondamental. Encore faudrait-il que nos tribunaux l'amènent Š agir en ce sens.
https://
I have decided to pick up streaming again. I'm still working on my multiplayer RPG dice roller in Godot. Wanna join?
The next stream will be next thursday night, starting around 19:00-20:00 CEST on https://live.fellr.net
Follow @…
Today I learned you can use #kotlin with #godotengine https://godot-kotl.in/.
Yes, please. Sign me up.…
Wanted to split my settings menu in multiple categories, ended up rewriting Godot's TabContainer as a tool script. 😂 Technically it's using buttons, not tabs, but only because I really wanted VERTICAL TABS! Should I release this as an add-on? 🤔
(PS: It took 8 takes before I managed to *not* use shortcuts while recording... 😅)
#Godot
#DeutscheTelekom promised me fiber one year ago.
They promised I'd be connected before December last year.
This morning, I finally saw the Glasfaser truck in front of my home.
They left without doing anything.
It's Godot, but Godot is seen hanging out in the background for a couple minutes, where he flips the finger then fucks off giggling.
Well, it turns out that the #godot 360 panorama #vr renderer I wrote still wasn't right.
It does a final image-warp to map from the perspective projection it renders into an equirectangular projection for playback, and the function was doing the opposite of the intended job.
I only thought it was working because it also had an eye-switching bug which fixed the eyes-rendering-wrong bug in the earlier code so really seemed to make things look better.
Only really became apparent as I got to rendering things other than test graphics.
That's fixed now, by reversing the mapping function.
Is it right now? Yes? Maybe. I dunno. I don't really understand the maths let alone why I had to reverse it.
Like the Doctor says, you can just #reverseThePolarityOfTheNeutronFlow, give it a try.
https://github.com/revpriest/godotPanoRenderer/commit/1c09ad2114035b10bfd0a6c35528afff54f55d47
Yes, to like use Godot to build a WM.
Uploaded my #JetBrainsRider Pong #godotengine game. It's really my first game, and I probably would do a few things differently, but it's pretty good for a first attempt (in my opinion).
If you're interested, check it out!
The one thing I am dreading about Godot/iPad is setting up the CI on Xcode Cloud.
Those devices are powered by modded raspberry pis running MacOS.
I am thinking that one hack might be to use GitHub CI custom runners that SSH into my Studio to do the heavy lifting, and then use those binaries as the input to Xcode Cloud.
While my UI for Godot on iPad is making a lot of progress, I have come to realize that getting assets into Godot or loading existing projects is an area I haven’t touched.
The iPad doesn’t make it easy to get files into it.
Just did a walkthrough - it is possible today to import files, but it is cumbersome - and this is not what I want people’s first impression to be.
And getting your project out is also not obvious.
What would people would like to see in terms of get…
No, I do not mean porting Godot to Wayland. I mean exactly what I meant.
Brackeys does it again with an amazing tutorial hitting all the basics.
How to make a Video Game - Godot Beginner Tutorial #gamedev
While my UI for Godot on iPad is making a lot of progress, I have come to realize that getting assets into Godot or loading existing projects is an area I haven’t touched.
The iPad doesn’t make it easy to get files into it.
Just did a walkthrough - it is possible today to import files, but it is cumbersome - and this is not what I want people’s first impression to be.
And getting your project out is also not obvious.
What would people would like to see in terms of get…
wye: Can I Remake Super Mario World in Godot? (Part 1)
https://youtu.be/u2fwxuHZXIA?si=L1rIt37wbN1x1dqt
An important Godot for iPad milestone.
These are two instances of a full-blown Godot running side-by-side in the same process.
The next step on the virtualization idea that I shared on the blog post [1]
But this time, rather than being one-at-a-time, they are simultaneous.
This was necessary to support debugging of Godot apps on the iPad (and soon Vision).
[1]
Hmmm I wonder if Smithay would work on godot-rs
Also, if you're using Godot 4 and haven't yet watched @…s latest video (https://www.youtube.com/watch?v=NSaczr74LzU), you'r…
The #JetBrainsRider integration with #GodotEngine is pretty awesome when writing your games in #csharp. There's a little Godot icon that lets you launch the Godot editor.
The list of swift challenges on this post align very closely with my own challenges.
One day, when I am not obsessed with Godot I should contribute to fix these:
https://forums.swift.org/t/our-journey-with-swift-thus-far-some-no…
In retrospect, without the new @Observation macro in SwiftUI, it would have been pointless to try to rewrite the Godot UI in Swift.
Not only does it prevent you from drowning in bullshit details that you need to get right, but leads to a set of idioms that are just so convenient.
Will blog as soon as I come down from this progress high.
Just finished watching Brackeys first Godot tutorial video:
https://www.youtube.com/watch?v=LOhfqjmasi0
I've never used Unity, so I don't have any history with his videos, but I'm starting to understand his excellent reputation: This is a pretty much flawl…
I created a neat pause menu in #godot with BBCode and a RichTextLabel.
@… am I wrong or using your working copy “external” repository would work as a way of accessing files and pushing to GitHub in my Godot port?
Is there something I might not be understanding that might prevent that?
Learning about ParallaxBackground in #godotengine. I made this little Cyberpunk runner sample to show the parallax effect in the background.
Godot on iPad progress.
Starting to look at replacing the Godot Text Editor with a native solution. Runestone looks great for this.
I stitched a tree-sitter package for GDScript into Runestone, and brought the Neovim syntax SCM files over and it looks like syntax highlighting and language-aware indentation work just fine.
It is magical!
🕹️ I wrote a #godotengine tutorial to help you build a pong game using the latest version of #godot and #dotnet #csharp
I appreciate that the Godot source code uses tabs to indent code, as God intended.
If you need to flip a sprite in #godotengine, you can set the Scale x, y, or both values to negative. This will also flip any children, including collision nodes.
If you need to flip a sprite in #godotengine, you can set the Scale x, y, or both values to negative. This will also flip any children, including collision nodes.
Update on SwiftGodot and strict concurrency.
The easy stuff is gone, but the remaining stuff is hard. I could brute force my way to the end, but goal is not to just have it build, I want to make sure that my users can rely on the guarantees and be able to benefit from this additional level of safety.
So the next step will take some time to complete, as many of these will require some research into some Godot features.
This damn bast’d of a #pong opponent is not respecting the damn rules! 🤣 #godotengine
At the Godot meetup, the speaker is telling us how develops games on his Android phone.
And I am starting to think that maybe I should also target iPhone.
I made a little bouncy basketball game in #godotengine. I really need to take a Vector math course, though. 😅
I made a little bouncy basketball game in #godotengine. I really need to take a Vector math course, though. 😅
When I started rewriting Godot editor on iPad, I figured I could only pull that stunt with the productivity of SwiftUI -otherwise it would just be a failed project.
I feared two things (a) that it would be too complex for SwiftUI and would break in odd ways and (b) that would only work for a few UI bits would need to resort extensively to UIKit and be bogged down on it.
So far SwiftUI has been flawless and delivered on the promise-barely any UIKit code exists and the reliability …
I have been looking at both Codea and Swift playgrounds for inspiration for their development features (like code completion, run/pause, doc integration) for my Godot ipad UI
Are there other IDEs you folks like/enjoy on iPad that I should look at?
In Godot, there is a panel to configure Importer settings, and the way that it works there is that you need to "Save" the values if you like it.
I am thinking that on iPad, I should automatically save, without asking the user. But in that case, perhaps I should add a "Reset to defaults"?
But that is going to ruin my pretty UI
Trying to learn more about #godotengine by playing around with this dino runner game. Added a particle emitter to the dinosaur.
Unit testing support in #JetBrainsRider for a #godotengine game is slick. Rather than fiddling with magic numbers, you can write tests using #GDUnit4 and get a better feedback loop.
You…
For Godot on iPad, I suspect I will need to pre-load a handful of native extensions that can’t be added later. And just let the user turn on/off.
I am aware of Jolt physics, are there any major ones that folks use?
Shortly before I got obsessed with Godot on iPad, I was working on a game for VisionPro.
I found myself lacking a Cocos-like action framework for RealityKit. So I built one.
I will be talking about it today at the Vision users group:
https://github.com/migueldeicaza/Reali