Blindedeyes
blindedeyes.bsky.social
Blindedeyes
@blindedeyes.bsky.social
Also, most game engines do not have "deterministic" physics, which is what you're after here. See forum.godotengine.org/t/is-it-norm...
Is it normal that a physics simulation with the exact same setup can produce different results?
Godot Version 4.3.dev1 Question I am working on a physics based dungeon generator and I have a problem where the same seed does not lead to the same dungeon layout. Is it normal that a physics simul...
forum.godotengine.org
May 16, 2025 at 3:56 AM
Are you using process for movement or physics_process?
May 16, 2025 at 3:52 AM
Could try something with stencils
March 8, 2025 at 6:47 PM
Understandable! Things not working as expected can be frustrating! Definitely give enter tree a try if you run into a similar timing issue.
January 11, 2025 at 5:08 PM
That isn't correct. While the Ready function hasn't been called, the objects are already created in memory. I just confirmed this by binding a signal in the parent node enter tree, then emitting the signal in child's ready. Whatever solution works in the end, but it is doable with existing behavior.
January 11, 2025 at 5:07 PM
There are a couple other functions you can use that happen before ready. I believe enter_tree is what you want. You can bind the signal there, and not miss it in ready
January 11, 2025 at 4:35 PM
You could use a subviewport to capture a tilemap as a render texture, I think?
December 16, 2024 at 5:50 AM