boids now have a bit more variation in their behaviour: when they step on the big white plane, they redirect to towards the goal, hang or climb on it, and go back to being just boids - this is done by temporarily converting boids into classical mesh and put them back once done
The small flickering at the end must be fixed...
#godotengine #gamedev #simulation #supporter #football #turba
Unless your binaries are signed and certified by $APPL, Mac users will have to jump hoops to get it running on their system.
On top of that, if your software accepts incoming connections from the outside, you’ll have to tell the #firewall to authorize connection, every time you run the software. E.v.e.r.y.t.i.m.e. (Unless you disable that firewall)
Quick demo of the integration of #ffmpeg in #godotengine : the player is fully multi-threaded (even the texture upload in gpu), meaning that reading the video has nearly no impact on the framerate of the game.
I've published a build including the player here: https://polymorphcool.itch.io/pozzo
I've tested it on windows and linux, it runs smoothly. Post issues here https://gitlab.com/polymorphcool/godot-ffmpeg or here https://gitlab.com/polymorphcool/pozzo if it's not working :)
#gamedev #libre #video #dev
i've finished the integration of #ffplay in #godotengine yesterday: C to C++ is really tricky, i kept the "goto" statements even if it's not good practice in c++. Result is really cool: the code is really efficient at managing the decompression and the display simultaneously!
And thanks to the #HAP codec that uses RGB and RGBA color spaces, the conversion of frames to textures is as fast as it can without hardware acceleration.
#gamedev #dev #gpl #video
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