I can not make a functional OSX export with godot 3.3.2. A complete description of the issue here: godotengine.org/qa/108267/godo
My guess is that's a signature problem, but i can not find info in the documentation on how to sign a f*&#$@ng osx app.
Somebody, someone?

evolution of the object editor for : vimeo.com/557589147
- the first level of the jogdial allows to select the parameter(s)
- the second level increase or decrease the parameters with custom limits for each parameter

basic configurable 3d button for :
- hover & pressed detection
- draggable or not
- compute drag distance in global space
- emit signals for major events
src: gitlab.com/polymorphcool/addon

Evolution of the flat noise generation: now it includes a random repetition of values. This is usefull when the pixel value is used to select an animation in a stack. The repetition affects the duration of the animation. Result is visible in the video. The tint of the avatar represents the id of the animation.
So, no need to compute anything on the cpu, you can randomise the animations with a custom time offset in each mesh.

just finished a gdscript that generates "flat" noises based on prime numbers.
By flat i mean that all values are appearing once in the texture when using float, or an even number of times when using 8bit.
The script is not perfect, due to the lack of long & double in gdscript...
src: gitlab.com/polymorphcool/addon

A bit of p*rn, just to show how flexible splittable panels can be.
Next step: implement draggable borders, to resize areas

first study for a style for a fork of : all panels are over the 3d view, each one can be reassigned to a different type of display
video: vimeo.com/551602575

Evolution of module: now its time to link boids with a shader reading animate baked into textures. There is still quite a lot of work to have correct speeds and contact with ground...
videolog: polymorph.cool/wp-content/uplo


Evolution of module in : i finally managed to master the memory creation in a consistent way => no more hard crashes (double free, malloc_consolidate & other funny stuff). Result: i'm now able to construct complex reaction of boids, with modification of plenty of parameters depending on the environment

just finished a serialisation of behaviours: [{"class":"test" , "active"1, "after":0, "attr":0, "eval":0, "event":0, "jumpto":1, "param_bool":0, "repeat":1,,...
It's possible to copy/paste the object + generate + edit it manually, I think it's a cool feature, even if documentation is necessary...


The integration of new objects in is quite tricky: there is no documentation of the editor classes and process (why & when "_node_removed" is called for example), so integration is a lot of trial & errors + searching in full text in sources. It's time consuming, but i start to have a better idea of how things works. Today i turned behaviours from spatial nodes to resources, and here is the result.

Working on a naming convention to quickly read the logic of the behaviour. This behaviour describes a boid randomly linked to 1 of 2 targets, afraid of anything in group 11 & 12. If in neghborhoud of group 11&12, a timer is set to 5 seconds, boid accelerates and runs. When timer stops, the speed is reset to default (5)
If you have advices on pseudocode langages that would make this "better" or easier read, please comment!

behaviour editor on its way!
@crickxson ce dont je te parlais l'autre jour: l'organisation de panneaux de contrôle, un gros kif :)

is just marvellous: to develop the boid's behaviour, i have to design a new panel with a custom creation logic (using a tree is overkill). To preview and organise the , i just opened a new scene, built a mockup and place it above the editor. And voilà! Compared to QTdesigner and other UI tools, it fast and super simple to style.


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