This is why you should just buy it yourself. Public healthcare is great if it works, but there is no sense in putting off your life over 200 a month.
DarkAri
Fuck those people we will just keep our own stuff and use it. This is one reason I have been hanging on to old hardware. I can still play games 20 years from now on my old PCs.
Godot is great, it's about as simple as you can get while still having a modern game engine. It is lightweight, small file size, has good performance, is very feature rich, and can export to just about anything.
The only issues I had with it, is that some of the documentation is outdated or sparse. They change stuff from time to time so you find a lot of outdated information about how to do things.
It seems much better to me than something like unity, because of all the proprietary stuff. Unreal is obviously better but it's a huge download, very complex, a commercial product that requires licensing, and it requires a beefy computer to even just run the editor. The performance of unreal and unity isn't good either. They are CPU hogs. I've never played a unity game that didn't melt my CPU and I've never played an unreal game that didn't stutter or gained a higher framerate from turning down options.
I like godot. It's about the right complexity for someone like me. It is missing some stuff compared to unreal, like nanite and stuff which is cool, but I don't need that level of complexity rn.
If you are trying to get into professional game development, you are better off learning an engine like unreal or unity.
If you want a semi modern looking game, you really should just use godot. There is a minimum amount of complexity which is annoying, but you can use chatGPT to walk through it. This minimum amount of complexity is kind of just necessary. Once you spend a day or so messing around with it, installing some other tools to do things like create textures and export them. You start to understand it and then you appreciate how simple and easy it is to use.
Things like the scene tree might seem annoying at first, but it's the neatest way to really handle memory in a sane way. This is the same reason object oriented programming is how it is. It just makes managing memory easy without the need for garbage collectors and other junk.
In a scene tree, every node has a parent, and perhaps some children. This means when you decide to unload your level, you just remove the parent node and all the nodes that are descended from it get marked to be cleared from memory.
Other complexity like the material system is just needed to have a game that doesn't look like it was made in 2001. The various textures you need for one object are used by the deferred renderer to generate all of its buffers. Compiling these just in time is too slow. They need to be prepared ahead of time.
Using godot just makes everything easier once you learn how to use it. It also makes many of your things reusable. Once you have a good character controller you can just use it in all your projects which are similar. Once you figure out how you want to structure your data, you can just write an API on top of godots built in file IO functions to standardize your data in a way that you prefer. Godot if using the scene tree and node system will manage data for you easily. No memory leaks, no manually allocating pools of memory. No backtracking to make sure you are removing everything. It has built in physics, lighting, post processing, built in support for shaders and effects. It has particle systems, rigid and soft bodies, animations. It has a built in 2d and 3d gridmap system which will automatically batch your stuff into single draw call and greedy mesh them. The gdscript is very simple. It's very loose. You can easily make a game with just gdscript and the built in tools. Even a voxel game.
Other 3D engines can work, but you are going to be very limited compared to what you can do in godot. You will likely have to program at a very low level which is difficult if you aren't using something like a node graph.
Hmm, I have some tips.
Start from the source and destination, and send out 3 rays in three threads, on biased towards the left, on biased towards the middle, one biased towards the right. Have them jump randomly to a tile according the their bias at like a 65/35 ratio, starting from the source and destination. (This gives you 6 threads) And you can keep the map data in memory. Just loading in the cords of each unit you need to calculate with arguments.
When you finish, you clean up the paths, by finding where the paths run adjacent to each other. Then you calculate the total length, and pick the path that's shortest.
An additional optimization is you take the last two numbers of the ID, or convert the letters to number, and divide this into 60 frames, so you spread the load across 60 frames instead of calculating the path for every object every frame.
You can extend this to move between zones by, making each portal represent a list in locations it can access, with perhaps a score for how long it gets there, but that's complicated.
You basically just want to make a list of objects you need to pathfind, divide these objects into 60 somehow. Using the ID is a fast way to do it. For each object, calculate the shortest path using any number of algorithms or design one yourself. You have to have an interface between your pathfinding algorithm and your map data. You could generate a map of walkable tiles to make this easier as well. Another cool optimization is you can weight certain tiles by how desirable they are to walk on, so a sidewalk would have a score of 10, and grass a score of 5, and a wet area a score of 1.
This might be way too complicated. You could try to implement a simple algorithm like put your hand on the left wall and follow it and then delete loops where the paths are next to each other. This is how you get out of mazes. You could try just sending two rays directly towards each other and then moving over one if it hits a blockage. The problem with these simple algorithms is they look unnatural or may fail. You should at the minimum implement route optimization by cutting out unnecessary loops, and use multiple routes to see which one is the shortest which will make even simple algorithms appear much more natural.
Most game engines should have some kind of basic implementation. ChatGPT is really good for stuff like this. Little code bytes, helping you debug, and learning theory. Just feed it back the debugger output, and keep things simple and in small bites, so it doesn't get stuck so much or generate a lot of broken code at once that's hard to debug.
You would have to create a UI object for the container, and a array or list for the actual inventory objects, and then a way to sync this data to disk or to a save buffer to keep it updated.
Please don't post this trash propaganda on lemmy.
He also died because when he was being chased, he refused to run through a bean field, trampling on the beans.
He used to also lecture by dressing like a girl, and sitting behind a curtain so that only his shadow would appear on the curtain. I love stories of ancient trans people.yes they also believed in silly things sometimes, but they were just as intelligent and creative as we are. They were human in every way that we are today.
Headline should be, worlds most hated massively obese pedophile tries to weaponize religion against the poor.
Massive amounts of people are dying and have been for over a decade now it's just unreported. We live in the soviet union.
I think the best thing to do is just find our own alternative communities. Make our own hangouts. Our own clubs. We can still live life and be happy even if the rest of society is shit. Depending on how this upcoming elections goes. I might go underground. Just disconnect from society. Stop talking to normies outside of business. I will have put in my 35 years of fighting. I don't want to be miserable my entire life. I don't want to argue with people my entire life. Maybe it's just impossible to connect with people who arent like us. That doesn't mean we have to be sad. It doesn't mean we have to be alone. We can make our own spaces. Stay off the grid and under the radar. Have fun and have our own culture with people who like us.