I'm fairly certain it isn't, at least in the core engine. The dev team works really hard to make sure every feature going into core is:
useful for many/most users
impossible to create otherwise
has significant community demand.
Things like eye tracking are more likely to be done in add-ons, GDExtension, and the like. You'd have better luck looking for an addon or C++ library that could get integrated
Thanks! It was actually pretty easy to do with an Area3D. I didn't realize until I was making this that they can apply localized gravitational forces. That's how I did it, a cylinder of gravity towards the collection trigger.
Do you mind if I share a link to here for my followers in the microblogging space? This is the only Godot community I can access from Jerboa so I'd enjoy a bit more traction here
Hey there! Glad to see a Godot community on Fedi! I've posted a bit in !GameDev@lemmy.blahaj about it, but today I was working on more back end stuff for my game.
It's a slime rancher inspired farming game that takes place in a magical forest.
The back end work I was doing is sprucing up my print statements with logging levels, rich text formatting, and scaffolding for generating log files. I also was working more on my mod loading framework which would allow users to make content that gets loaded into the game. I do this with some global scope registries and custom resources.
Also I'm doing all of this in C# and open source under GNU GPL3
I've been using Manjaro and having a pretty good time. I mainly use it because I like the idea of Arch, but not the time investment needed to get everything set up how I like it. I originally moved over because I wasn't happy with Ubuntu putting ads in the terminal when updating through apt.
You forgot an amazing reason to use NewPipe: Subscription Groups. You can assign different subscriptions to different groups and view a subs feed of that particular group. So I'd have a group for game dev and stuff, and another for media criticism, etc. Awesome stuff!!
I'm glad you enjoyed it! That start menu is one of the parts I get kinda lazy on. I usually wait until the entire game is done before starting to make it look good. So get used to it I guess!
You're very welcome! When I used Unity I used Scriptable Objects for everything. So when I moved to Godot that was one of the first things I looked for. Best of luck on your journey!
I'm familiar with Toki Pona, but like with conlang I only have a cursory interest in it. Not to dissuade the creation of community. I'm hoping by commenting on this, your post can find some more people who will be interested. Best of luck!
Why hello I am literally just making this comment so more people see the post. My favourite thing about Fedi is how engagement works entirely different from proprietary social media. People make the Fediverse work, people being people make it such a lovely place!!
I typically work alone just because it's most convenient. I have a moderately unorthodox way of going about development so burdening others with that weird cycle feels almost cruel.
I do like the idea of teaming up, especially for game jams. I just have to actually do that some day
Well I'm an addict to Fedi so you can follow me on my CalcKey, @queenofsquiggles@blahaj.zone. That's probably the best bet to hear about news and stuff. Just warning that I also post personal stuff so that's a thing
Thanks for the advice! I think the beginner box sounds like my speed. My intro to TTRPGs was a 5th level adventure in 5e so actually easing into the system sounds wonderful!
I'm fairly certain it isn't, at least in the core engine. The dev team works really hard to make sure every feature going into core is:
Things like eye tracking are more likely to be done in add-ons, GDExtension, and the like. You'd have better luck looking for an addon or C++ library that could get integrated