2026-04-29 19:14:49
I uploaded my Godot USD loader/saver/rountripper/importer. @… @…
https://
I uploaded my Godot USD loader/saver/rountripper/importer. @… @…
https://
AI bros are just loving open source — loving it to death... maybe quite literally! (Godot being latest popular example[1])
More and more projects are impacted by floods of bogus AI pull requests and resulting discussions, stealing precious time and nerves away from their maintainers doing actual productive work. More buggy and insecure software (incl. commercial offerings) due to slopcoding, more websites getting attacked daily by AI crawlers in desperate search for any new bits (liter…
«Open-source game engine Godot is drowning in 'AI slop' code contributions: 'I don't know how long we can keep it up'
Projects like @… are being swamped by contributors who may not even understand the code they're submitting.»
The AI will still create security issues in general. Open-source software suffers from t…
Still, there are some other things Hypercard did we’d do well to study, even with full-scale tools. Off the top of my head:
- It richly rewarded unguided exploration. Unsuccessful experimentation had a way of leading to paths forward, not just dead ends.
- Much of it worked by direct manipulation: if you want the thing there, you put the thing there. (Unity and Godot both sort of kind of do some descendant of this, but not with the same discoverability and transparency.)
- There was a rich library of good starting points, modifiable examples.
- An empty but functioning new project had essentially zero boilerplate. You didn’t have to have 15 files and hundreds of lines of code to get a blank page.
- Its UI made it easy-ish for newcomers to ask “What can I do with this thing here?” Modern autocomplete and inline docs kind of sort of approximate this, but in practice only for people who already have tool expertise.
- HyperTalk (the programming language) is tricky to write (it’s a p-lang), but it’s remarkably easy to read. You can peer at it with very limited knowledge and make educated guesses about its semantics, and those guesses will be mostly correct. (HyperTalk syntax tends to get the most attention when people talk about this, I think at the expense of the other things above.)
Turns out #Godot mouse events on control nodes are already received with the coordinated relative to the control node in question, no need to compensate for offsets to the current element.
I forgot how fucking easy is to make something in #godot :blobaww:
En attendant Godot II 🤡
等待戈多 II 🤡
📷 Nikon FE
🎞️ Ilford FP4 Plus 125, expired 1993
If you like my work, buy me a coffee from PayPal #filmphotography
Got myself a native USD scene loader for Godot using the Pixar library.
This is from Robin’s page who need snipped me: https://rystorm.com/blog/usd-example-assets-v1-1
Last week, while debugging a SwiftUI performance issue, I was running instruments and found that my profiles were plagued with noise.
Godot while idling was using so much CPU time that it was skipping entire frames while rendering.
I set out to fix those, 0.5% here, 0.5 there, and the Godot Editor (and Xogot) no longer skip frames.
People had been complaining that Godot would burn your battery in an hour if you left it idling, it no longer does.
Details:
En attendant Godot 🤡
等待戈多 🤡
📷 Nikon FE
🎞️ Ilford FP4 Plus 125, expired 1993
If you like my work, buy me a coffee from PayPal #filmphotography
@…
Checking out SwiftGodot here! It’s cool! The tutorial has us copying the dylib manually from SwiftPM’s .build folder into the Godot project. Does this mean that we’d need to copy it every time we update the Swift code? Is there some build config step I’m missing?
OpenCiv3
OpenCiv3 is an open-source, cross-platform, mod-oriented, modernized remake of Civilization III by the fan community built with the Godot Engine and C#, with capabilities inspired by the best of the 4X genre and lessons learned from modding Civ3.
🕹️ https://openciv3.org
When you are a Swift godot user, every day is xmas!
https://forums.swift.org/t/pitch-emscripten-target-support-for-swift/85310