@hankgreen How big do you have to be to see the stars? Like, can an amoeba see the stars (if it had tiny little eyes)? What about one of those tiny ants? Conversely, how small do you have to be to not be able to see them?
please help.
Just released a new Godot plugin called Godot Variant Notation (GDVN). It's an extension of the JSON class that makes Variants parse-able both ways when encoding your data.
All you have to do is replace JSON in your code with GDVN!
https://t.co/Sp1vFs4MxP
#GodotEngine#gamedev
I made a parody game of Tom Scott's "Two Drums and a Cymbal" video. π₯π₯π
The objective?
Stand still and deliver your lines like a good friend while Tom throws percussion equipment at you.
What'd you do with your Saturday night?
#gamedev#indiedev
@the_wkubiak@reduzio Nothing stops companies from posting their jobs, it's more about helping Godot devs actually find those jobs. There aren't a lot of firmly established companies that use Godot, and search results mainly show those bigger companies. So it ends up being difficult to find any jobs.
@reduzio Having a place to congregate Godot job postings would be huge for the Godot job market. Getting a Godot workforce up and going would be a huge boon to the engine in trying to get a hold in the industry. I'd love to help out with this.
@reduzio This would be a fantastic idea. I worked professionally in Godot for just over a year before the project went under. Been looking for another godot job ever since. Freelance sites like Upwork and Freelancer have turned into very exploitative platforms. >
@reduzio Maybe even having a resource for recruiters to learn a bit about what they're looking for could help. I don't necessarily agree that devs should shoulder the burden of getting a certification.
@reduzio Just having an official place for companies to make postings would make it a lot easier for devs and studios to meet up. Because it ain't happening right now.
The first iteration of my ComputeWorker plug-in was accepted to the @godotengine asset store today π! Really looking forward to continuing development on this project. I've learned so much by working on it.
https://t.co/YjfsV5qHqC
#GodotEngine#gamedevelopment#indiedev
@reduzio My favorite thing about Godot is that there isn't a bunch of proprietary tools that try to force you to do things a certain way. That combined with extendability of the engine through scripting makes for a great dev and learning experience.
Each leaf in the demo scene is a RigidBody3D. Seems it can hold up to 75 rigid bodies at a time right now before frames start dropping. But there's still a lot of optimization to be done in the CPU department.
I'm creating a Vector Field plugin to go alongside my compute shader plugin as a demo project. Includes an importer for vector fields generated by VectorayGen. Works with RigidBody3Ds, with signals and functions for sampling points in the field.
#GodotEngine#indiedev#gamedev
You just drag and drop the custom resources in the the Uniforms array, set your bindings and uniform type and it handles the rest. ComputeWorker provides functions for setting and getting data from the uniforms.
I'm working on a ComputeShader addon for Godot 4.0, which wraps the RenderingDevice API. It provides a ComputeWorker node and custom resources for various engine data types that wrap API setup and GLSL encoding specs.
Here's an example of it at work:
Vector Fields!
#GodotEngine