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Joined 1 year ago
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Cake day: June 10th, 2023

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  • OK well you’re not doing anything wrong. It’s just that the default Godot physics server needs work. For what its worth, in this example that you’ve shown, the problem can be amended if you do the following:

    • In Project Settings -> Physics -> 3D

      • Set Time Before Sleep to 0.25 or lower.
      • Set Sleep Threshold Angular to 0.1.
    • You can also enable Continuous CD in the Rigid Bodies but that usually just helps with detecting collisions in fast-moving bodies.


    Your other option is to replace the default GodotPhysics3D with another one, as has already been stated.

    I wouldn’t recommend submitting an issue to the developers. I’m pretty sure they’re aware of the physics server shortcomings.



  • CDPR is a publicly traded company with a clearly represented shareholder structure. A collective known as “Other” owns about 65% of the company’s shares. CDPR upper management have a fiduciary duty to this entity. This duty was honored when they decided to release early. They knew that the hype train was so intense that whatever they released, it would sell like icy lemonade in the Sahara. It’s not like they didn’t have access to Sony devkits and shit, they knew the performance was sub-optimal. They’re not dumb. They were just OK with temporary backlash that would eventually get amended with a successful anime, some patches and DLC.

    Now on to actors. Actors, whether A or Z-list, work for a flat fee and maybe royalties if they got really really lucky. Once they have completed their performance, their end of the contract is complete. They get paid and that’s that. They just wait for royalties to be exercised (if they have them).

    Having said so, the idea that Keanu’s agents hold any post-payment sway in comparison to the collective that owns literally more than 65% of the company is a bit silly. This is why you’re getting a little bit of backlash on what you have written. Especially in that you did not preface your original comment with “Hey, this is a theory, a game theory”.




  • Maybe you can devise a custom gizmo for the spline nodes in your network graph. So each gizmo has an Area3D which monitors for a collider in the intersection nodes, and registers a connection when hovered over said intersection. You give two of the these gizmos to each of your intersection spline nodes for start and end, and you’re gucci.





  • Yes! It very often is a reasonable thing to say! In the sense that if you fix one bug, you might be creating a couple more bugs. Like opening a can of worms. But the author in this case used this as a retort to the community saying “if you have an issue with the engine, and you can fix it, then please contribute the fix to the github repo”. So ultimately, the argument seems to be why would one contribute fixes to the engine when one might have to fix another issue afterwards. This is antithetical to the nature of FOSS and immediately discredited the author, in my mind, as having a technical discussion in good faith. I’d love to give quotes that brought me to this conclusion, but the article seems to have been taken down as I write this.

    They are better served using Unreal Engine and there’s nothing wrong with that.


  • Well reasoned points.

    Regarding your 2nd point, absolutely correct. But man does it look good in a hit piece such as this article. Appeasing the needs of the many is a delicate procedure that sometimes involves using in-engine data structures and not just fixed length arrays, much to the chagrin of the author. Less maintenance at the very least.

    Regarding your 4th point, Godot can accommodate the need for precompiled shaders, it can add adapter layers around its Vulkanic render pipeline, it can technically play by console rules. But there is the one thing that it can’t do. It can’t just publish usage of a proprietary API to a public git repo. That will always be the albatross around Godot’s ass. But I would pose the following question: is this a flaw of Godot or a flaw of the status quo, which forces FOSS into a permanent song and dance to be on equal footing with private enterprise?



  • The probative value of the article is massively outweighed by its prejudicial effect.

    In other words, it’s a smear campaign. The author is literally saying, oh I can fix all of these issues, but I don’t know what other issue might come up. This is horse raddish. Balloon juice. A downright dismissal. As if you’d have better luck with the walled-off garden that is Unity or UE. They simply stated issues the community has already been talking about, and framed it as Godot is a lost cause not even worth fixing.

    And here’s the bullshido that the author implemented. They sprinkled in the thing about Godot being tied to the Vulkan API. This is valid criticism. Surprise surprise, a FOSS engine being worked on by a handful of paid devs and some volunteers has more work that it needs done on it. But now if you disagree with the thing I said about it being a smear campaign, they throw Ol’ Faithful at you:

    “An engine is a tool, not a cult.” “Oh, you disagree with the article. Are you saying that Godot is perfect?” “So you’re saying that there are no technical issues with Godot?” “You can only release low poly games with 3D Godot.”

    As soon as the status quo was disturbed, suddenly the imperfections of Godot are on full blast. Juan Linietsky and Co. are now to drop literally everything they were doing and address the smear campaign’s concerns, lest it be successful. I suppose that’s both a positive and a negative.


  • Precisely what I’m talking about. They can afford to do so, since they lost the trust of the user about 2 statements from the CEO ago.

    And not to go too deep into it, but how the hell are you going to create a brand new pricing scheme in only “a couple of days”, without already having a draft of it ready? Don’t you wanna check in with your lawyer? Your CFO? This shit must take more than 2 days to do.


  • TsarVul@lemmy.worldtoTechnology@lemmy.worldUnity apologises.
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    1 year ago

    We apologize for the confusion and angst the runtime fee policy we announced on Tuesday caused. We are listening, talking to our team members, community, customers, and partners, and will be making changes to the policy. We will share an update in a couple of days. Thank you for your honest and critical feedback.

    Allow me to translate:

    We’re now publishing the terms that we were actually going for from the very beginning. We’ve always known that the flaming bag of shit that we laid on your doorstep was unreasonable. If it worked, it worked, but if it didn’t, it can stand in contrast to the new less shit terms that you’re either supposed to agree to or rewrite your whole game. Not like our PR was great before this gambit. What have we to lose?