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Cake day: July 3rd, 2023

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  • On this I must respectfully disagree.

    HDR monitors have been standardized more poorly than Bluetooth was, so I could kind of see this sort of producer interference coming. It didn’t help that the average user doesn’t even understand what that means.

    Most modern hardware works out of the box on Linux, and often runs a stripped down kernel as its own firmware.










  • 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.