Thread 105756828 - /g/ [Archived: 596 hours ago]

Anonymous
6/30/2025, 8:05:18 PM No.105756828
mastercode
mastercode
md5: 3af475a8b8cae1de49125ded01fcf8f7🔍
I do feel I've reached a point where my code has aesthetic literary value beyond being just code.

:D

It's beautiful.
Replies: >>105756923 >>105758094 >>105758107 >>105758149 >>105758820 >>105759300 >>105759375
Anonymous
6/30/2025, 8:14:36 PM No.105756923
cailee (10)
cailee (10)
md5: 6a3e0255f1fc0eab41e1e4786faf4114🔍
>>105756828 (OP)
Niggerlicious.
Anonymous
6/30/2025, 8:43:56 PM No.105757189
ngmi use Script IDE
Anonymous
6/30/2025, 9:45:20 PM No.105757972
what is this tranny text editor
Replies: >>105758091 >>105758149
Anonymous
6/30/2025, 9:55:11 PM No.105758091
>Filter Meth

>>105757972
that's Godot
Anonymous
6/30/2025, 9:55:28 PM No.105758094
>>105756828 (OP)
Meds, Cris.
Anonymous
6/30/2025, 9:56:36 PM No.105758107
>>105756828 (OP)
>using $"" or %
NGMI energy
Anonymous
6/30/2025, 9:59:31 PM No.105758149
>>105757972
That's Godot.
>>105756828 (OP)
Unrelated but you seem knowledgeable. How would you handle 3D character movement with a camera behind player? I'm currently rotating velocity to camera direction, and I'm wondering if that is correct or if I'm retarded.
Replies: >>105758267
Anonymous
6/30/2025, 10:03:08 PM No.105758195
bro thinks using tab is some kind of creative expression, definitely a zoomer.
Anonymous
6/30/2025, 10:09:57 PM No.105758267
images
images
md5: 81fc8624db0857db996ebbd4814f0d4a🔍
>>105758149
for model rotation use this if you're doing a top down 2.5D movement:

player.rotation.y = lerp_angle(player.rotation.y, atan2(direction.x, direction.y)

This would give you a proper 8 directional rotation based on input.

For tank motion, dunno, never done it.

As for the camera, use look_at to make something rotate towards another object.
And use look_at_from_position.

You will save yourself a lot of trouble if you use look_at_from_position and look at, and lerp_angle and slerp.
Anonymous
6/30/2025, 10:53:48 PM No.105758750
>func Transition():
Anonymous
6/30/2025, 10:59:32 PM No.105758820
>>105756828 (OP)
>mixing levels of abstraction within a function
You don't know what beautiful code means.
Anonymous
6/30/2025, 11:49:31 PM No.105759300
>>105756828 (OP)
Is this gdscript?
What fucking lunatic thought that the best way to identify a variable was to put fucking % in front of it?
Although looking at recent drama, I can expect the kind of retards behind this project.
Replies: >>105759343 >>105759358
Anonymous
6/30/2025, 11:54:38 PM No.105759343
>>105759300
>identify a variable was to put fucking % in front of it?
it is not a variable
it is a lookup into the scene tree

idk if it is wise to put that in the physics loop
Replies: >>105759358
Anonymous
6/30/2025, 11:56:16 PM No.105759358
01
01
md5: 0144360fc941a7cfdba5c2cd6e5c63b1🔍
>>105759300
% It's a shortcut to get_node("full_path") that doesn't break it you move the node in the scene hierarchy.

before that, It was commom to get the full path with get_tree().get_root().get_node("Battle/fullpath/node").

>>105759343
you can store a variable path using an autoload singletons that store the reference to the node.

I use that to get the clean reference to the player or the camera or the GUI or other nodes.
Anonymous
6/30/2025, 11:58:23 PM No.105759375
>>105756828 (OP)
You're supposed to use exported node references and custom resources instead of $ and % lil bro
Anonymous
7/1/2025, 12:07:20 AM No.105759467
syntx
syntx
md5: 7c9beef0d21e8e43e4bbfcfedfe13629🔍
random function
Anonymous
7/1/2025, 2:58:49 AM No.105760880
that looks like absolute shit