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#godotengine

70 Beiträge64 Beteiligte5 Beiträge heute

Ugh. This ballistic auto-aiming thing is getting complex.

Basically the code needs to guess where player wants to shoot based on only a 2D aim direction vector and calculate a predictive ballistic trajectory to that moving point in 3D. And then visualize this guesswork somehow.

The predictive aiming itself works well and is very accurate but learning to use this effectively is still way too hard. I need to make this more intuitive.

We’re sponsoring and will be attending GodotCon Boston, happening May 5–7! 🎉 Get tickets:

conference.godotengine.org/202

We’ll be showcasing our Block Coding plugin and moddable games, connecting with the community, and sharing insights on building a journey from consumer to creator.

Don’t miss the talk from Heather and Justin from our learning team, and be sure to visit our booth for a sneak peek at what else we’ve been working on… 👀🎮

conference.godotengine.orgGodotCon 2025GodotCon Boston May 5-7
Antwortete Rokojori

Update for the lens flares:

Now checking the coverage of the surrounding pixels to scale & fade.

For fast blends, this GPU/Shader only solution works quite well, I would say.

Added also some lights and glow to make it more shiny ^^

#godot#godotengine#indiedev