K. S. Ernest (iFire) Lee
K. S. Ernest (iFire) Lee
I am currently spread thin, so I wasn't expecting to open a pull request to Godot Engine 4.0. @ellenhp and I didn't have a good design for the Resonance Audio...
I think that Godot Engine developed code and Godot Engine "official" extensions should use the Godot Engine license for being consistent license wise, and to reduce licenses needed to be...
I'll describe the problem. We wanted to merge game world scenes which represent changes to a tree structure in Godot Engine (C++) to allow from 1 to 1000 players to...
Godot models its scenes as a tree of nodes with an unordered list of properties that are the Variant Godot Engine type. You are advising I can solve most of...
@siliconjungle Let me know when's a good time. I want to do some homework on the problem, but not long enough to be stuck.
The type hierarchy is: Everything is a Variant. A Node (scene graph) pointer is a Variant. A reference / resource (savable) is a variant. Primitives like Vector3 or Transform is...
I got distracted and had to change plans. What are some async ways to contact. I list some addresses at https://chibifire.com/.
The V-Sekai model is that each client has set of entities. Each entity is a set of properties. Each entity can be parented to one parent. When client Alice connects...
@elalish Can I persuade you to merge this first before SDFs?
We've hammered out a workflow using mesh optimizer. https://github.com/zeux/meshoptimizer So I'd like to match the api. > @jfons > > meshoptimizer gives you a relative error and a way to...