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I have found that this is incredibly fast. Loading files in threads in insane. Here is a demo where Godot loads 456 files, which all together add up to 1.6 GB in size in less than four seconds https://files.catbox.moe/g28op4.webm
I’m a person who tends to program stuff in Godot and also likes to look at clouds. Sometimes they look really spicy outside.
I have found that this is incredibly fast. Loading files in threads in insane. Here is a demo where Godot loads 456 files, which all together add up to 1.6 GB in size in less than four seconds https://files.catbox.moe/g28op4.webm
Fix: Run the FileAccess.get_file_as_bytes() method in a thread. I thought a thread wouldn’t allow for loading files using FileAccess, but it seems I was mistaken. I personally just make the Thread run my _threaded_loading(file_path:String) method and then call a signal named loaded_bytes(data:PackedByteArray). The _threaded_loading method looks like this:
func _threaded_loading(path:String) -> void:
print("I am the thread and I will now load this file")
var file:FileAccess = FileAccess.open(path, FileAccess.READ)
print("i have opened the file")
var bytes:PackedByteArray = file.get_buffer(file.get_length())
print("I have the bytes of the file")
file.close()
print("I have closed the file")
call_deferred_thread_group("emit_signal", "loaded_bytes", bytes)
return
It is important to emit the signal deferred, as a Thread on its own can’t emit a signal on its own. I did print a lot in the method just to check that everything is working as intended. I hope this helps someone!
Thank you for helping me with this. It really was the file_selected signal.
Go use NewPipe! Its Foss!
Gay pirates are the best kinds of pirates 💞
That looks like a job for a Tween!
COLOR.a = step(texture(noise, UV + vec2(0.0, TIME)).r, UV.y);
Bam shader
I love the GPL and AGPL, but for all intents and purposes, MIT makes more sense for a game development setting. You don’t want people to realize too pate that your plugin is GPL so they now have to rup it out and make their own, so they don’t have to open source their project…
SOLUTION: Turns out this problem happened because I was using the Orchestrator plugin (GDExtention plugin, pretty cool visual scripting language). This was causing the crashes. After removing the folder for the orchestrator, that fixed the problem.
Yes it does still crash after that. I have even completely removed the script I have been working on and it did not change anything. Thank you for trying to help me though!
This I dotn exactly understand. Do you mean it like this
print(Input.mouse_mode = Input.MOUSE_MODE_CAPTURED)
Oh yeah, that makes sense. In the documentation the only actual example they give for expressions is a math equasion, so I guess the code-executing features just came naturally… So I guess I will have to write methods for everything now…
This seems to be the exact thing I am searching for, thanks! I have run into an interesting hickup tho. One can pass self to the expression so that it uses the node as the base, but the expression doesn’t seem to have access to autoloads. The error I’m getting there looks something like this: Invalid named index ‘ExampleAutoload’ for base type Object EDIT: Turns out I need to pass these individually as arguments essentially.
Does one have to specialize in proprietary engines (unreal and unity) or do you mean general knowledge of how things work in these engines (I’m a Godot person, that’s why I’m asking).
OP is not asking for windows
What exactly do you mean by “press”? In which direction? I have plugged the cable into the headset until it kinda clicked, like a thump, so I thought that would be enough. So yeah, press in which direction? Also I have tried all the steamVR versions, so yeah that’s likely not the issue
I am using the apt version of steam, so that should be fine
You mean I should buy only the headset new, right? I think that makes loads of sense. Unfortunately right now the headset is not available.
… I’ll also be real with you and tell you something terrible. I installed Windows just to test if it works there and it did not. The same red lights, the same error. This seems like either my graphics card has some problems with it, or the headset is simply faulty. Unfortunatly I did not purchase this one new, but used, so no warrenty. It was for “only” 400€, and it came with perfectly functioning base stations and controllers. It’s “just” the headset display which does not work. You think it would make more sense to purchase a new headset specifically or to sell all the base stations and controllers to purchase a simple htc vive 1 ?
Turns out I messed up at some point. According to the version command I did have 0.9.5, but some internal files were missing because I installed neovim manually (by extracting the files from their appimage). But now I have fixed it. I added the binary to my PATH and now everything works great. Even upgraded to 0.10.0 and it still works.