starting to work on an IK system for the feet, controlled by animations for a #character.
first result are ok, just a bit weird to move the whole armature and not just the hips to ensure foot contact (i didn't find a way to copy the transform of a #node3d onto a specific bone)
#indiedev #locomotion #godot #dev #raycasting #math #makhana
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@frankiezafe@mastodon.gamedev.place
algorithmician in #bxls - fan of #godot since 2018, lead dev in #unreal 23/26, now back to godot!
working @polymorphcool@mastodon.gamedev.place
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Joined August 06, 2025
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@Yakkafo@mastodon.gamedev.place
Good luck to "Beware of the cartographer", in official competition @ #AMaze2026!
#indiedev #TohuBohuGames #2d
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@YoSoyFreeman@mastodon.gamedev.place @Niwl@mastodon.gamedev.place ok, got it, now i understand how to approach your shader. with polar coordinates, i could even generate UV coordinates ┗ᑕ♡𐃬♡ᑐ┛
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@Niwl@mastodon.gamedev.place @YoSoyFreeman@mastodon.gamedev.place great asset! thanks a lot
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@yora if it's not possible via preferences, i'd suggest doing a python script that deal with this after import. you could use a naming convention to modify only this set of texture. to find the path to the texture and their paramters, go to the outliner panel and choose the mode "data API", from there it will be clear how to loop over the textures.
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@leondenise@mastodon.gamedev.place great install! would love to see it. what kind of rig did you use? 11vps is a lot of pixels to stream from one computer...
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@konstantinosd@mastodon.gamedev.place sooo good! and it's so good to use a non-standrad UI to navigate the ship
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@optozorax@mathstodon.xyz thanks a lot for this! it's a bright light in my day, and it's comforting to stumble on people who are intellectually honest and accurate
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@Niwl@mastodon.gamedev.place @YoSoyFreeman@mastodon.gamedev.place after running it, i have a question: i need to remove the ground part and adjust the shader to simulate a ellipsoidal space, more than an hemispherical one. any clue on the best way to approach this?
i naively removed the "if (hits_ground) {", but that was not very successful...
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@YoSoyFreeman@mastodon.gamedev.place @Niwl@mastodon.gamedev.place a shape like this, M&M's like, or weirder (not symetrical)
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simple hierarchical system to animate attached items (the yellow balls): the first item is attached to a bone, all the other ones keep the distance with the previous one
#gdscript #animation #indiedev #procedural #godotengine #makhana
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@YoSoyFreeman@mastodon.gamedev.place @Niwl@mastodon.gamedev.place in our game, there's no ground => i was thinking ellipsoidal to keep a difference between zenith, horizon and -zenith, and ensure continuity when the sun is below the XZ plane
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@YoSoyFreeman@mastodon.gamedev.place @Niwl@mastodon.gamedev.place thanks a lot for the fast reply! i'm rushing for @amazefest@bird.makeup next week -> i'll come back to you after that
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@YoSoyFreeman@mastodon.gamedev.place @Niwl@mastodon.gamedev.place oooooooh, nice!
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@liblast@mastodon.gamedev.place very elegant solution! does the loop become detectable at some point?
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