Currently working on my puzzle game Sand Stack!
See more at:
🌐 : 🔗 https://seemore.games
▷ : 🔗 https://www.youtube.com/@BeauSeymour
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$ : 🔗 https://patreon.com/see_more_games
I recon I could get more by combining flow and turbulence maps into one and cutting sampling in half (flow RG, turb BA) #GodotEngine
I recon I could get more by combining flow and turbulence maps into one and cutting sampling in half (flow RG, turb BA) #GodotEngine
Satisfying to tinker with and running on my phone now.
Question is do I try compute shader/immediate geometry to REALLY crank it up.
Satisfying to tinker with and running on my phone now.
Question is do I try compute shader/immediate geometry to REALLY crank it up.
Then I see stuff like this and remember how far away from that we really are. If this is what your boss wants to replace you with, maybe you've just got a shit boss?
Then I see stuff like this and remember how far away from that we really are. If this is what your boss wants to replace you with, maybe you've just got a shit boss?
Got a rudimentary tool working, but it won't be trivial to turn A into B. For now though I may just use it to help me design them, but still build them by hand ^^.
Got a rudimentary tool working, but it won't be trivial to turn A into B. For now though I may just use it to help me design them, but still build them by hand ^^.
^ This is why I spent time getting WebRTC ping working in #GodotEngine
^ This is why I spent time getting WebRTC ping working in #GodotEngine
WRONG! That's a peer to peer WebRTC ping in #GodotEngine that is not frame time dependent between two clients that was orchestrated by a central ENET server that is now disconnected.
WRONG! That's a peer to peer WebRTC ping in #GodotEngine that is not frame time dependent between two clients that was orchestrated by a central ENET server that is now disconnected.
In this case, if your signals are infinitely looping, just disconnect them before doing what you need and then reconnect them 🤷♂️
In this case, if your signals are infinitely looping, just disconnect them before doing what you need and then reconnect them 🤷♂️
While this seems to work, I can't understand why the clients that are pinging each other have a 17ms delay. That should be 0 🤷♂️, What did I miss...
While this seems to work, I can't understand why the clients that are pinging each other have a 17ms delay. That should be 0 🤷♂️, What did I miss...