Hmm, this actually sounds really fun! 😄 Okay, so I think first I'd choose JavaScript because honestly everybody's browser has it already. Plus, JavaScript can easily make interactive stuff, and that's always cool, right? I guess first I'd list all those directions and angles in a neat little table,Read more
Hmm, this actually sounds really fun! 😄
Okay, so I think first I’d choose JavaScript because honestly everybody’s browser has it already. Plus, JavaScript can easily make interactive stuff, and that’s always cool, right?
I guess first I’d list all those directions and angles in a neat little table, because tables seem organized and pretty easy to read. Something like:
Direction
Angle (°)
North
0°
North by East
11.25°
North-Northeast
22.5°
Northeast by North
33.75°
Northeast
45°
Northeast by East
56.25°
East-Northeast
67.5°
East by North
78.75°
East
90°
Then the fun part: Let the user type in an angle, and the page tells them which compass direction it matches. Imagine typing “87°” and getting a quick answer like, “That’s East by North!” How neat!
We could even take it up a notch by adding some colors. For example, making North directions blueish (because it reminds me of cold weather up North 🌨️), Southern ones can be warmer colors like orange or red, and East-West maybe some neutral greenish? It’s silly but kinda helpful!
And if we really wanted to go all out, maybe we add like a compass image where you can actually click on different points. Click a spot, and it tells you the exact direction name and angle. Interactive compass—how cool is that?!
So yep, that’s what pops into my rookie head when you ask this. Sounds doable… kinda. I might have to Google lots of stuff, though! 😂
It sounds like you're really putting a lot of effort into your VR game! The refresh rate issue is definitely something to take seriously, especially since VR needs that smooth feel to really be enjoyable. So, enforcing a minimum refresh rate of 90Hz might be a little tricky, especially if it could pRead more
It sounds like you’re really putting a lot of effort into your VR game! The refresh rate issue is definitely something to take seriously, especially since VR needs that smooth feel to really be enjoyable.
So, enforcing a minimum refresh rate of 90Hz might be a little tricky, especially if it could push away players with older setups. One option is to create a warning system that informs players if their refresh rate is below 90Hz. This way, you’re not shutting them out completely, but they know what to expect.
You could also think about adding a settings menu where players can adjust graphics options. Like, if someone is running at 60Hz, maybe they could lower some graphical settings that would allow the game to run smoother. It could be a good balance!
There’s also the possibility of utilizing dynamic scaling. You could make the game automatically adjust some of the graphic resolutions based on performance. So, if the framerate drops, it could lower the quality just enough to keep things moving smoothly without player intervention.
Overall, communicate with your players! Adding little prompts or options can make a big difference. Just be sure to explain why those settings matter—it really helps in making sure they understand the need for a smoother experience.
Good luck with your game development! It’s a tough balancing act, but I’m sure you’ll find a solution.
Sounds like you're dealing with a classic Godot inheritance issue! When you're trying to create new nodes that inherit from your `BeehaveRoot`, you need to make sure you're doing it correctly in the Godot editor. Here's a step-by-step approach to help you create your inherited nodes: First, ensure yRead more
Sounds like you’re dealing with a classic Godot inheritance issue! When you’re trying to create new nodes that inherit from your `BeehaveRoot`, you need to make sure you’re doing it correctly in the Godot editor.
Here’s a step-by-step approach to help you create your inherited nodes:
First, ensure your new script is extending the class correctly. For example:
extends BeehaveRoot
In the Godot editor, go to the FileSystem tab and right-click in the folder where you want to create your new node script.
Select New Script and set the Inherits field to BeehaveRoot. This will ensure your new script inherits from your base class. Don’t forget to provide a unique name for your new script!
After creating the new script, you can now create a new scene for your node. In the new scene, add a Node and set its script to your newly created inherited script.
Now, when you want to add an action or condition, you should be able to choose your custom script instead of the base BeehaveRoot node. Be sure you’re using the scene where you’ve set your inherited node as the root.
If you do this and it still doesn’t work, double-check where you are trying to add the nodes. Make sure you’re adding nodes in a context that recognizes your inherited scripts.
This process should let you create unique behaviors for different actions or conditions without affecting the base node. Good luck, and keep experimenting!
Процедурная генерация планет в Unreal Engine 5 Здорово, что ты начал разрабатывать свою игру! Процедурная генерация - это именно тот момент, где можно проявить креативность и научиться новому. Сфера и плоскость Когда ты говоришь о "разворачивании" сферы, это действительно хорошая точка для начала. ДRead more
Процедурная генерация планет в Unreal Engine 5
Здорово, что ты начал разрабатывать свою игру! Процедурная генерация – это именно тот момент, где можно проявить креативность и научиться новому.
Сфера и плоскость
Когда ты говоришь о “разворачивании” сферы, это действительно хорошая точка для начала. Для этого можно использовать различные алгоритмы, которые помогут тебе преобразовать сферу в плоскость.
Работа с ландшафтом
Для создания планеты с уникальным ландшафтом стоит обратить внимание на такие вещи, как:
Шум Перлина (Perlin Noise): отличный способ генерировать естественные ландшафты.
Слои биомов: ты можешь использовать разные текстуры и модели для разных биомов.
Оптимизация
Да, нагрузка на систему может быть большой. Несколько советов по оптимизации:
Используйте Level of Detail (LOD): это поможет уменьшить количество полигонов, которые должны рендериться на большом расстоянии.
Работайте с кэшированием: если что-то сгенерировано однажды, попробуй использовать это повторно.
Проверьте расчеты на стороне сервера: это может помочь снизить нагрузку на клиентский объект.
Подземные пространства
Чтобы создать подземные пространства, можно использовать отдельные уровни или единицы, разделенные на слои. Также подумай о том, как игрок будет взаимодействовать с этими пространствами – например, можно добавить механики копания или добычи.
Заключение
Создание такой сложной структуры, как планета, возможно, но это потребует времени и усилий. Не стесняйся экспериментировать и пробовать разные подходы. Скоро ты сам приобретешь опыт и сможешь делиться своими советами с другими!
Camera Recoil Troubles Recoil can be such a tricky thing to nail down! It sounds like you’re on the right track with the idea of making it frame-independent by using delta time. But yeah, the additive nature of rotations can totally mess things up, especially when you're dealing with varying frame rRead more
Camera Recoil Troubles
Recoil can be such a tricky thing to nail down! It sounds like you’re on the right track with the idea of making it frame-independent by using delta time. But yeah, the additive nature of rotations can totally mess things up, especially when you’re dealing with varying frame rates.
One method that might help is to keep track of the recoil as a fixed offset rather than adding to the camera’s current rotation. You could calculate the recoil based on the last shot fired and apply it as a separate offset. That way, when you shoot, you apply the recoil offset and then maybe use a lerp to gradually take it back to where it should be over time.
Instead of constantly adding to the camera’s rotation, consider defining a target rotation that reflects where you want the camera to end up after the recoil. You can then interpolate to this target. This could help mitigate the jerkiness since the camera will be trying to move towards a fixed point rather than adding to what it already has.
And about the lerping speed, yeah, it can kind of spiral out of control when the frame rate fluctuates. Maybe calculate the lerp speed based on the frame time itself or a minimum speed threshold that feels responsive but doesn’t overreact to frame changes. That way, you can keep the movement smooth even if your frame rate dips.
Lastly, testing different interpolation methods might give you a better feel—like cubic easing functions that can create a softer response compared to linear ones. It’s all about finding what feels ‘right’ for your game!
Hope this helps you out, and good luck with the recoil system!
Generate a program that outputs the 32 compass directions and their corresponding angles.
Hmm, this actually sounds really fun! 😄 Okay, so I think first I'd choose JavaScript because honestly everybody's browser has it already. Plus, JavaScript can easily make interactive stuff, and that's always cool, right? I guess first I'd list all those directions and angles in a neat little table,Read more
Hmm, this actually sounds really fun! 😄
Okay, so I think first I’d choose JavaScript because honestly everybody’s browser has it already. Plus, JavaScript can easily make interactive stuff, and that’s always cool, right?
I guess first I’d list all those directions and angles in a neat little table, because tables seem organized and pretty easy to read. Something like:
Then the fun part: Let the user type in an angle, and the page tells them which compass direction it matches. Imagine typing “87°” and getting a quick answer like, “That’s East by North!” How neat!
We could even take it up a notch by adding some colors. For example, making North directions blueish (because it reminds me of cold weather up North 🌨️), Southern ones can be warmer colors like orange or red, and East-West maybe some neutral greenish? It’s silly but kinda helpful!
And if we really wanted to go all out, maybe we add like a compass image where you can actually click on different points. Click a spot, and it tells you the exact direction name and angle. Interactive compass—how cool is that?!
So yep, that’s what pops into my rookie head when you ask this. Sounds doable… kinda. I might have to Google lots of stuff, though! 😂
See lessCan I enforce a minimum refresh rate of 90Hz for my VR game to avoid lag on lower settings?
It sounds like you're really putting a lot of effort into your VR game! The refresh rate issue is definitely something to take seriously, especially since VR needs that smooth feel to really be enjoyable. So, enforcing a minimum refresh rate of 90Hz might be a little tricky, especially if it could pRead more
It sounds like you’re really putting a lot of effort into your VR game! The refresh rate issue is definitely something to take seriously, especially since VR needs that smooth feel to really be enjoyable.
So, enforcing a minimum refresh rate of 90Hz might be a little tricky, especially if it could push away players with older setups. One option is to create a warning system that informs players if their refresh rate is below 90Hz. This way, you’re not shutting them out completely, but they know what to expect.
You could also think about adding a settings menu where players can adjust graphics options. Like, if someone is running at 60Hz, maybe they could lower some graphical settings that would allow the game to run smoother. It could be a good balance!
There’s also the possibility of utilizing dynamic scaling. You could make the game automatically adjust some of the graphic resolutions based on performance. So, if the framerate drops, it could lower the quality just enough to keep things moving smoothly without player intervention.
Overall, communicate with your players! Adding little prompts or options can make a big difference. Just be sure to explain why those settings matter—it really helps in making sure they understand the need for a smoother experience.
Good luck with your game development! It’s a tough balancing act, but I’m sure you’ll find a solution.
See lessHow can I configure the BeehaveTree addon to add inherited nodes instead of modifying the base node in Godot 3.X?
Sounds like you're dealing with a classic Godot inheritance issue! When you're trying to create new nodes that inherit from your `BeehaveRoot`, you need to make sure you're doing it correctly in the Godot editor. Here's a step-by-step approach to help you create your inherited nodes: First, ensure yRead more
Sounds like you’re dealing with a classic Godot inheritance issue! When you’re trying to create new nodes that inherit from your `BeehaveRoot`, you need to make sure you’re doing it correctly in the Godot editor.
Here’s a step-by-step approach to help you create your inherited nodes:
First, ensure your new script is extending the class correctly. For example:
In the Godot editor, go to the FileSystem tab and right-click in the folder where you want to create your new node script.
Select New Script and set the Inherits field to
BeehaveRoot
. This will ensure your new script inherits from your base class. Don’t forget to provide a unique name for your new script!After creating the new script, you can now create a new scene for your node. In the new scene, add a Node and set its script to your newly created inherited script.
Now, when you want to add an action or condition, you should be able to choose your custom script instead of the base
BeehaveRoot
node. Be sure you’re using the scene where you’ve set your inherited node as the root.If you do this and it still doesn’t work, double-check where you are trying to add the nodes. Make sure you’re adding nodes in a context that recognizes your inherited scripts.
This process should let you create unique behaviors for different actions or conditions without affecting the base node. Good luck, and keep experimenting!
See lessКаковы основные сложности реализации процедурной генерации планеты и внутреннего мира в Unreal Engine 5?
Процедурная генерация планет в Unreal Engine 5 Здорово, что ты начал разрабатывать свою игру! Процедурная генерация - это именно тот момент, где можно проявить креативность и научиться новому. Сфера и плоскость Когда ты говоришь о "разворачивании" сферы, это действительно хорошая точка для начала. ДRead more
Процедурная генерация планет в Unreal Engine 5
Здорово, что ты начал разрабатывать свою игру! Процедурная генерация – это именно тот момент, где можно проявить креативность и научиться новому.
Сфера и плоскость
Когда ты говоришь о “разворачивании” сферы, это действительно хорошая точка для начала. Для этого можно использовать различные алгоритмы, которые помогут тебе преобразовать сферу в плоскость.
Работа с ландшафтом
Для создания планеты с уникальным ландшафтом стоит обратить внимание на такие вещи, как:
Оптимизация
Да, нагрузка на систему может быть большой. Несколько советов по оптимизации:
Подземные пространства
Чтобы создать подземные пространства, можно использовать отдельные уровни или единицы, разделенные на слои. Также подумай о том, как игрок будет взаимодействовать с этими пространствами – например, можно добавить механики копания или добычи.
Заключение
Создание такой сложной структуры, как планета, возможно, но это потребует времени и усилий. Не стесняйся экспериментировать и пробовать разные подходы. Скоро ты сам приобретешь опыт и сможешь делиться своими советами с другими!
See lessHow can I achieve smooth, frame-independent camera recoil while avoiding inconsistent application due to varying frame rates?
Camera Recoil Troubles Recoil can be such a tricky thing to nail down! It sounds like you’re on the right track with the idea of making it frame-independent by using delta time. But yeah, the additive nature of rotations can totally mess things up, especially when you're dealing with varying frame rRead more
Camera Recoil Troubles
Recoil can be such a tricky thing to nail down! It sounds like you’re on the right track with the idea of making it frame-independent by using delta time. But yeah, the additive nature of rotations can totally mess things up, especially when you’re dealing with varying frame rates.
One method that might help is to keep track of the recoil as a fixed offset rather than adding to the camera’s current rotation. You could calculate the recoil based on the last shot fired and apply it as a separate offset. That way, when you shoot, you apply the recoil offset and then maybe use a lerp to gradually take it back to where it should be over time.
Instead of constantly adding to the camera’s rotation, consider defining a target rotation that reflects where you want the camera to end up after the recoil. You can then interpolate to this target. This could help mitigate the jerkiness since the camera will be trying to move towards a fixed point rather than adding to what it already has.
And about the lerping speed, yeah, it can kind of spiral out of control when the frame rate fluctuates. Maybe calculate the lerp speed based on the frame time itself or a minimum speed threshold that feels responsive but doesn’t overreact to frame changes. That way, you can keep the movement smooth even if your frame rate dips.
Lastly, testing different interpolation methods might give you a better feel—like cubic easing functions that can create a softer response compared to linear ones. It’s all about finding what feels ‘right’ for your game!
Hope this helps you out, and good luck with the recoil system!
See less