this was especially tricky because i had to track the global mouse position, which is normally impossible in wayland for security reasons
this was especially tricky because i had to track the global mouse position, which is normally impossible in wayland for security reasons
This allows composing advanced behavior without a complex node tree like you'd get in Godot
This allows composing advanced behavior without a complex node tree like you'd get in Godot
a pomodoro timer idle game designed to keep you company while you study/work. Each "sprint" you complete awards you resources for cooking, crafting and unlocking cosmetics
that's all i will reveal for now c:
a pomodoro timer idle game designed to keep you company while you study/work. Each "sprint" you complete awards you resources for cooking, crafting and unlocking cosmetics
that's all i will reveal for now c:
this sort of compromise should be at the heart of the scripting+game engine combo, but I can't find any way to do it in vanilla godot
this sort of compromise should be at the heart of the scripting+game engine combo, but I can't find any way to do it in vanilla godot
I updated my gdscript benchmark to use `Node2D.translate()` instead of `position` and sure enough, performance doubled there too
I updated my gdscript benchmark to use `Node2D.translate()` instead of `position` and sure enough, performance doubled there too
on the left is the same logic written in luajit and bevy running around the same FPS.
the same logic in bevy and pure rust runs at 120 FPS
on the left is the same logic written in luajit and bevy running around the same FPS.
the same logic in bevy and pure rust runs at 120 FPS