Andrii Doroshenko

Results 112 comments of Andrii Doroshenko

For this to work properly, Rapier would need to be implemented as a built-in physics backend in Godot. This way, even Rust bindings could take advantage of built-in physics. And...

`yield(get_tree(), 'idle_frame')` basically pauses method execution until next frame (iteration) is finished, which forces the rendering system to draw a frame for me. I kinda have to use this in...

I tested `--time-scale` option and got similar results, the value of `3` allowed me to pass all tests, values higher than that make some tests fail (those that yield for...

@lawnjelly yeah I thought the same! You might as well report this to Godot repository too and I'd confirm that. Not too critical though but the name is indeed misleading.

I've done the mentioned refactorings regarding another [`ImageTools`](https://github.com/Xrayez/godot-imagetools) module, works fine there so far (see `master-gd3` and `master-gd4` branches). So I'll likely switch to the same workflow in ANL too.

The `master` branch is deprecated now since #24, use `gd3` branch (default now) for Godot 3.2.x.

Yeah I think it would be nice to be able to use the same API for different kinds of noise types. ANL's noise is a bit strange beast though, meaning...

Another thing I've noticed is that `AnlNoise` should be a resource so that it can be saved... But the noise itself needs to be constructed from calling and passing indexes...

> As a expedient way of implementing this without a graph editor, one should be able to use the string based evaluator feature of anl. Yeah this should be easier...

Nice, yeah sure you'll always get something different from using other implementation. The way seamless mode works might also differ. I wonder whether you're just trying to make `AnlNoise` to...