• Chloé 🥕@lemmy.blahaj.zone
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    16 days ago

    but… if i made my own wheel, it could run faster… i definitely know more about game engine development than game engine developers…

    hmmm i reckon it wouldn’t be bad if i reinvented it… i’m special, i can do it :3

  • queerlilhayseed@piefed.blahaj.zone
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    16 days ago

    When learning a new domain, there will always be things you spend a lot of time and effort figuring out only to find out someone else has already spent a lot of time and effort figuring out. This is fine and unavoidable; if you wait to start building until you’re sure you know everything you will never build anything. IME this tension never goes away entirely.

    So if you find you’ve reinvented the wheel, don’t beat yourself up about it. Now hopefully you know a little bit more than you did about what a wheel actually is, how it functions in a video game, and when to use off-the-shelf wheels vs building bespoke wheels (do not pardon the pun it was intentional and I can take the heat). This is how you go from being a novice game developer to a better game developer.

    Occasionally you may even stumble across a new way to make wheels that has never been done before, and the state of the art moves forward a tiny bit. It’s rare, but it does happen.

    • Septimaeus@infosec.pub
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      16 days ago

      This is my stance on wheel reinvention. And my pitch is similar. I offer it to juniors when it feels like they’re setting impossible expectations for themselves. But I just have to say.

      If you wait to start building until you’re sure you know everything, you will never build anything.

      Is excellent phrasing that I don’t think I’ve ever used. The truth of it is self-evident to any senior, but juniors should be able to grasp that “more” rarely increases certainty, so for training and discovery the best you can shoot for is “enough.”

  • sp3ctr4l@lemmy.dbzer0.com
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    16 days ago

    I’m gonna do the thing, I just want everyone to know that I am aware I am doing the thing.

    Fucking general recommened default set up for a character controller in Godot.

    If you want to actually have responsive character physics and collisions, in 3d, the way most people tell you to do it is wrong.

    You want to base if off of a RigidBody3D, not a CharacterBody3D.

    CharacterBody3D works if you are doing a simpler, more arcady, platformer type game.

    It does not work well if you want more complex/interactive/ragdoll-like physics between the character and their environment, such as dynamj inverse/reactive animations, where say a box is thrown at a character, or a character runs into a wall, or a character’s own momentum would dynamically affect their animation and movement.

    Now sure, most people probably aren’t trying to create something approximating MGSV or SplinterCell or Euphoria style character controller systems.

    But some people are.

    … at least I’m not inventing my own entire game engine.

  • CluckN@lemmy.world
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    16 days ago

    Jigsaw you don’t understand, it’s Balatro but with turtles instead of cards.

    • webpack@ani.social
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      16 days ago

      like super auto pets? (fun fact balatro was inspired by SAP that’s why they share so many mechanics)