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Wormhole

!roguelikedev@programming.dev

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founded 2 years ago
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I'm just looking for a good review of modern large-scale terrain rendering techniques. I've been reading about a few individually, various quadtree stuff, GPU clipmaps, continuous methods, but I don't have a good grasp of the state of the art, performance comparisons between methods, what I should invest my time learning better etc. A well-written review article would help a lot. But I can't find much, at least not from the last few years. If there isn't a good academic article maybe someone wrote a great blog post or something? I get a lot of hits searching around but they are mostly zillions of different people implementing this or that algorithm for demo projects, it's harder to find systematically put together information giving an overview of the field and techniques.

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I made a pause menu, but there seems to be a "dead square" in the middle of the screen, where it doesn't detect the mouse hovering. The deadzone seems fixed in size and place, moving the menu out of the center makes the problem stop. So, something invisible on top?

Video showing the problem - https://files.catbox.moe/92kr8z.mp4

How the node is set up

The "OptionsWin" opens a new UI element, but moving it around doesn't change the deadzone, even if none of its elements are anywhere near the original pause menu.

Any ideas on how to fix this without having to offset the pause menu?

EDIT: Fix is my comment below. Should've tested it as an isolate scene first, that led me to looking into the player node and finding the problem. Hopefully this will help someone else in the future.

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Pretty nice FPS game in godot. This progress was made in 2 weeks

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So for fun I made a water shader. The waves are done using sum-of-sines (or rather sum of sin^8), im using the depth texture for opacity based on water depth and the screen texture to fake refraction.

The cool thing about sum of sines is that the waves are very configurable, you can also create flatter water or less detailed waves by just changing the shader properties, or even create a water stream with a single flow direction.

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I'm trying to make a 3d flight controller with a more arcade feel (think Ace Combat or Rogue Squadron). I'm somewhat new to working in 3d in Godot though and I don't really understand what methods I should be using to achieve this.

I want up and down to control pitch and left and right to be something of a hybrid roll/yaw. I'm setting direction to -transform.basis.z and multiplying that by speed, but when I use rotate_x() with the pitch, the plane itself rotates, but I only move flatly across the world plane rather than climbing up or down as I'm attempting to achieve.

What am I missing here?

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Post originally by Majestic_Mission1682 titled

I like how Hyper Light drifer hides its ui automatically. So i did that to my game.

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submitted 2 years ago* (last edited 2 years ago) by mac@programming.dev to c/godot@programming.dev
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Shafted is a free first-person puzzle game made by sundowns using the Godot engine. It contains 7 levels to complete.

Play it here: https://sundowns.itch.io/shafted

YouTube Mirror

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