ADVEC will be at GDC Festival of Gaming 2026 as a community partner.
Ecuadorian studios will be showcasing games and development services while connecting with the global industry.
Join us at GDC:
https://t.co/nUtfv8fAf4
#GDC2026#GameDev
@Taonart7 @AnActualWizard@Tantacrul Unfortunately, the music "laboratory" is the audience, so we still have to sit and either suffer or maybe even enjoy some experimental music
@KyleTheCoder@NathanGDQuest What types of files do you use? Generally using .tres instead of the alternatives (like .res or .material), .tscn instead of .scn works just fine with git. Also, in Godot 4, internal IDs are no longer sequential so adding or removing nodes in scenes generates less conflicts.
@OfSquiggles@Akien Finally, it would be awesome to have visual debugging, which means adding breakpoints, visualizing the logic flow, and integrate all this into the existing debugger (stack, inspector, profiler, etc)
@SeraphisZurvan@ParsecTeam Got some notice from their support that hardware acceleration was removed from all Linux clients, no way to revert and no timeline when it will be restored
@badlogicgames@godotengine 1. I usually emit signals only from methods or setters of the node that declare them, never from other nodes. Also, I only connect them from the target node only. That way there are no third nodes involved, making it easier to reason. (cont'd)
@badlogicgames@godotengine 3. For signals that are declared in autoloaded nodes, or dynamically created nodes, I use code to connect to them. For others I mostly use the editor.
@badlogicgames@godotengine 2. I name signals with verbs in the past tense and methods that emit the signal in the imperative (e.g. `end_game` will emit the `game_ended` signal). (cont'd)