So… what the heck happened there?
So… what the heck happened there?
A fair point, but I do want to highlight that we’ve had plenty of companies like Bethesda releasing crap like Starfield, using tactics that specifically turned on their artist employees, and then scratching their heads on why it didn’t sell as well as Skyrim or Doom. I’m also seeing a lot of C-class laziness here.
Maybe they could consider just, you know, not releasing things that suck so bad.
I’m pretty sure you can access the children of a node as a list with get_children(); which exposes all of those features anyway.
I’ve built multiplayer stuff and can give you a little advice on that, sure.
First up, the limit for the amount of network traffic which can be sent over the web is surprisingly small, especially if you’re talking about international distances, so don’t ever send anything you don’t absolutely have to. In the way of that, it actually is possible to have custom nodes synchronize, by linking them to a common shared piece of data that describes how they’re built; but I really don’t recommend it as it gets very complicated. (This is technically true with Unity, too, but Unity does things a little differently with GameObjects, and legally they’re kind of a pain in the ass these days.)
You can use either an array (slash list) or a modifier node, but I generally personally prefer modifier parent nodes because the tree is very efficient and it seems to allow for more flexibility. It’s also easier to inspect visually when you switch to remote instead of local. It’s up to you, though; you can do either.
There isn’t anything about this project that feels “too ambitious” for Godot’s high-level networking, it’s pretty much what it’s made for. It’s also been around for quite a while. In fact, you can technically even swap it out for GodotSteam’s Steamworks networking interface now, but I haven’t tried that out yet; I imagine something similar is eventually coming for other services.
I don’t remember the name of it, but there’s a video somewhere on YouTube that walks you through creating a very basic Team Fortress clone with Godot 4’s high level networking. You might want to look it up.
I agree with you on this, but I feel we should highlight that there is a big difference between “is being implemented” and “will be implemented”.
It’s not nearly as much fun as it sounds anymore. It’s all VPNs, Usenet, torrents, and signal hacking.
The only traditional conglomerations left are in southeast Asia and maybe the coast of Africa, and I gotta say, they do not look like they’re having any fun.
Yes, well, a pirate ship can’t stay in business without raiding trade convoys, either.
Play with the thermostat?
Just how many goddamn chromosomes does that kitten have in it???
“Fencing.” 😀
Well, there’s always the possibility of a Wayland compatibility upgrade. I know it’s a lot, but these guys are nerds hard-core about this, and thank God for that, too.
Put your home directory on its own partition, and you can usually even preserve files between distros.
Bowser is just trying to retire already…
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Damn, man. The food ain’t that bad.
“…Unless you’re dextro like me. Then it’ll kill ya.”
Hey man, I shouldn’t have to spend three hours to find an image of a seven-way orgy with two cucumbers, chocolate sauce, and everyone wearing eye masks.
Can we please stop calling them journalists now? That term used to actually mean something.
I am perfectly happy to have one less thing to worry about, don’t get me wrong.