I’m just sort of guessing that this relates to some Win11 needless UI shenanigan.
I’m just sort of guessing that this relates to some Win11 needless UI shenanigan.
I am perfectly happy to have one less thing to worry about, don’t get me wrong.
So… what the heck happened there?
Photographs are interpretations of data. That one was made with a composite image from a telescope the size of the planet, with an exposure time of an entire year.
I swear people think cameras are magic or something.
…Dude. We photographed a black hole like a year ago.
Freakin amazing…
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”.
YouTube Unhook has started failing to auto-click the Skip Ad button as of today, I noticed.
Sounds like a cool civilization mod… add in the city state specific “Anime” resource for imports.
Play with the thermostat?
“Fencing.” 😀
JESUS CHRIST MAN! Is the internet still not broken enough for you!?!?
I accept and believe your apology. Just pop yourself in the nose once, and we’re totally square buddy.
If I was still on Twitter, that would be a great idea.
You’re not that hard either, Elon.
Yeah but whatever, having them on the store doesn’t mean that they’re selling or even being suggested, it means that someone paid $100 to get it listed and available. Steam doesn’t bother with organic marketing until you have at least ten positive reviews from people who didn’t get the game for free, anyway; so this is kind of a non-issue.
If a whole bunch of people are now capable of putting honest games together, I call that a win. If it’s AI it’s already pretty much against the rules of the platform, and will likely not sell even if they sneak it in dishonestly, so I call that a mildly offensive red herring. You can get a refund within the first two hours of gameplay with no questions asked anyway.
We fine.
Uh huh… Operative word: Google
Signal 11 is a segmentation fault on Linux systems. It means your program (Godot) is trying to access memory that doesn’t belong to it. If it showed up in Dev6, it would most certainly help to file a formal bug report.
That may also help you narrow the issue down on your end, but this is part of why you never want to risk using a dev build on a real project. They just aren’t done yet.