Donkulosis Labs
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donkulosislabs.bsky.social
Donkulosis Labs
@donkulosislabs.bsky.social
Great idea. Add please! 🫡
May 28, 2025 at 2:46 PM
Correct.
March 3, 2025 at 10:40 PM
Awesome :D
Let us know how it goes
January 21, 2025 at 3:03 AM
Like this, perhaps:
if shapecast.is_colliding():
for i in shapecast.get_collision_count():
var collider = shapecast.get_collider(i)
// collider.has_method(...), etc.
January 21, 2025 at 3:02 AM
I see! Peeking at the docs, it says "one of the multiple collisions at index". Meaning, there can be multiple collisions simultaneously and you have to tell it which one you're interested in (by index). You could use get_collision_count() to find out how many, and loop over them.
January 21, 2025 at 3:00 AM
Can you elaborate on "doesn't work" and "keeps crashing"? What solutions did you try and how don't they work?

I'd say don't give up! Shape casts should work.
January 21, 2025 at 2:32 AM
I'm slowly working towards a bevy plugin to support 2D destructible terrain games, like Lemmings or Worms. So far it's more so on the terrain data manipulation end of things, including general tools for working with it (like this pathfinding bit), and less so rendering.
November 14, 2024 at 3:44 PM
Sure! I have a camera that represents the player's view, and then I have a position marker that is associated with the screen. When I interact with the screen, I create a temporary camera and interpolate the position and rotation from the player view to the screen marker. Happy to elaborate.
November 14, 2024 at 6:40 AM
Wow, thank you! It was super fun to build.
November 14, 2024 at 6:35 AM
@darkzek.bsky.social As promised! 🥳
November 14, 2024 at 12:45 AM
Thanks! I have a ton of animated gifs showing various features, but I just learned that's a limitation around here. I'll be capturing vids going forward, so I can share here! Stay tuned. :D
November 11, 2024 at 8:16 PM