I am perfectly happy to have one less thing to worry about, don’t get me wrong.
I am perfectly happy to have one less thing to worry about, don’t get me wrong.
So… what the heck happened there?
I’m pretty sure you can access the children of a node as a list with get_children(); which exposes all of those features anyway.
I’ve built multiplayer stuff and can give you a little advice on that, sure.
First up, the limit for the amount of network traffic which can be sent over the web is surprisingly small, especially if you’re talking about international distances, so don’t ever send anything you don’t absolutely have to. In the way of that, it actually is possible to have custom nodes synchronize, by linking them to a common shared piece of data that describes how they’re built; but I really don’t recommend it as it gets very complicated. (This is technically true with Unity, too, but Unity does things a little differently with GameObjects, and legally they’re kind of a pain in the ass these days.)
You can use either an array (slash list) or a modifier node, but I generally personally prefer modifier parent nodes because the tree is very efficient and it seems to allow for more flexibility. It’s also easier to inspect visually when you switch to remote instead of local. It’s up to you, though; you can do either.
There isn’t anything about this project that feels “too ambitious” for Godot’s high-level networking, it’s pretty much what it’s made for. It’s also been around for quite a while. In fact, you can technically even swap it out for GodotSteam’s Steamworks networking interface now, but I haven’t tried that out yet; I imagine something similar is eventually coming for other services.
I don’t remember the name of it, but there’s a video somewhere on YouTube that walks you through creating a very basic Team Fortress clone with Godot 4’s high level networking. You might want to look it up.
YouTube Unhook has started failing to auto-click the Skip Ad button as of today, I noticed.
It’s not nearly as much fun as it sounds anymore. It’s all VPNs, Usenet, torrents, and signal hacking.
The only traditional conglomerations left are in southeast Asia and maybe the coast of Africa, and I gotta say, they do not look like they’re having any fun.
Yes, well, a pirate ship can’t stay in business without raiding trade convoys, either.
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Damn, man. The food ain’t that bad.
Uh huh… Operative word: Google
What’s alarming is how ridiculously close this is to reality right now…
I haven’t been this pissed off since LINQ started allowing syntax switches in random-ass places.
Mel Gibson’s Passion of the Christ? Yeah, man! I got off SO HARD I had to leave the theater.
Only if you get eaten. Are you planning to get eaten, or do you keep company with people who might take interest in eating you?
I suppose you could theoretically just have sex with someone and hope for the best.
I have no idea what’s going on in this…
Windows 11 actually won’t run on all of them due to inconsiderate and arbitrary system requirements… but otherwise yes.
Linux. linux. linux. linux. linux. linux. linux. linux. linux. linux. linux. linux. linux. linux. linux. linux. linux. linux. linux. linux. linux.
Ah, yes; I’m thinking of DMCA.
Signal 11 is a segmentation fault on Linux systems. It means your program (Godot) is trying to access memory that doesn’t belong to it. If it showed up in Dev6, it would most certainly help to file a formal bug report.
That may also help you narrow the issue down on your end, but this is part of why you never want to risk using a dev build on a real project. They just aren’t done yet.