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Values for Hermite Curve used in Perlin Noise

I need to know if the Perlin noise code I'm making that will use the hermite curve needs values between 0 to 1 or -1 to 1 in its permutation table or whatever is correct. I read the hermite curve uses ...
2 votes
0 answers
66 views

Changing prediction to interpolation on client connected to the authoritative server

Let's assume the following situation: I have a server, that sends a snapshot of current game state to all the clients at a fixed time. Server is authoritative, all the physic calculations are done on ...
3 votes
0 answers
114 views

Displaying pixel art at any resolution with subpixel movement

The Goal I have a game in Unity which utilizes pixel art. I'm not following the standard rules of pixel art, however. I'm ok with sprites having different sized pixels, pixels rotating, and pixels not ...
9 votes
6 answers
4k views

How can I encourage players to play optimally against bosses?

I am making a shoot em up game with an aerial view. It’s main gimmick is that, instead of working like a machine-gun, your character throws a boomerang that hit the enemies both on the way there and ...
0 votes
0 answers
60 views

Hashing gradient vector and unshuffled permutation table in perlin noise generator

I'm implementing perlin noise in C++. I have a permutation table for the gradients vectors and want to shuffle them with a 2 number hash that has 2 purposes. The hash uses the integer portion of the ...
-1 votes
0 answers
52 views

Perlin noise permutation table

I read that the permutation table in classic perlin noise uses values from 0 to 255. I want to know if the quantity of elements can be increased. I think it uses 256 values (0-255). I'm going to make ...
1 vote
1 answer
211 views

How to speed up collision detection if there are hundreds of objects?

Let's say I have like 500 Asteroids and I'm using SAT to determine whether a collision with the Spaceship object has happened. This would require an insane amount of CPU cycles, so it makes sense to ...
1 vote
1 answer
40 views

Gizmo scaling with arbitrary reference coordinate system

I am currently implementing gizmos in my engine (or rather continuing the implementation I made a year ago). I had implemented a way to choose whether transformations are applied based on local space ...
0 votes
1 answer
42 views

Does SceneManager.LoadAsync(name) load the whole asset or only the prefab?

I have an asset called "Ocean" that contains 100 fish, and one of the prefabs for these fish is called "Dolphin". My game has 100 scenes, and each scene contains 1 different fish ...
1 vote
1 answer
244 views

Overriding property setter

In Godot 4.5 beta 5, I am trying to override the text setter on a Label node. Following the documentation, I did: ...
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0 votes
0 answers
27 views

How do you setup a ramp with an existing tile-set in Unity?

(Beginner questions) How do you setup the ramp with the tiles in unity? The graphics and the behavior? I've been checking this free tileset: In the image it has connected ramps I cannot seem to get ...
0 votes
1 answer
25 views

Having trouble creating a ModGUIConfig with a custom category

I'm working on a mod for 1.7.10 Forge that needs a complex config for the user to set up, but only the "general" category shows up (from ...
1 vote
0 answers
60 views

how to implement the vines in animal well

the vines in animal well display pixel perfect deformation when the pc moves through them. they also display rope physics but do not appear to be implemented by jointed segments of physics rigidbodies ...
1 vote
1 answer
67 views

How to format a godot::String with an array parameter in a gdextension?

I'm writing a gdextension and trying to format a string using an array as one of the parameters. Example: ...
-1 votes
1 answer
96 views

How can I implement a fish character with a "chargeable tail" mechanic

I’m trying to replicate the fish physics from Fish Volleyball. If you want you can try demo of the game or watch video preview The unique part is that the fish doesn’t jump normally — instead, when it ...

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