u/kodifies
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1points
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2points
Mos6502.gdextension (youtube.com)
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3points
learning gdextension (self.godot) [discussion]
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11points
mos6502.gdextension (self.godot) [discussion]
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8points
SE2 thrust to weight ratio display (self.spaceengineers) [FEEDBACK (to the devs)]
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7points
Map out you levels with a dot graph (howto) (i.redd.it) [discussion]
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1points
Import hints for (dynamic) rigid bodies (self.godot) [help me]
kodifies
kodifies
don't answer this is an AI bot- its how they hack these days.....
kodifies
de
kodifies
the banana is for scale
kodifies
and what pray tell is wrong with a vertex in the centre of the circle ? O.o
kodifies
"guys" is genderless in that context unless you are looking to be offended
kodifies
it's come together really well, now with a simple monitor program, I was tickled pink to be able to "poke" in a few hand assembled bytes and let it fly... but tas64 is still more practical, I think I'll have a look a "porting" a simple basic to it, and get it out on codeberg
kodifies
well... SE is wasted on combat - where is the fun in that...
kodifies
cause the 1B will come...
Chose: Smartest person ever to exist
kodifies
*i* don't list anything... less error prone that way ;-)
kodifies
dot has been out a long time, pre markdown - is robust and easy to use
kodifies
this is automated...
kodifies
how did i miss that, its right there.... *sigh*
kodifies
loosing mass to the trail, could be a mechanic, you can only travel so far before you waste way...
kodifies
if you need "lore" for why you're in the canyon - under radar, if spotted AA zaps you quickly !
kodifies
thanks all for your help
kodifies
@ u/gamruls - cracked it, no idea why it didn't like it in the integrate forces ??? but this is showing very consistent values regardless of collision orientation
func _on_body_entered(body: Node) -> void:
var state = PhysicsServer3D.body_get_direct_state(get_rid())
var contact_count := state.get_contact_count()
var total_mag:float
var total_impulse:Vector3 = Vector3()
for i in range(contact_count):
var col = state.get_contact_collider_object(i)
if not col:
continue
total_impulse += state.get_contact_impulse(i)
total_mag = total_impulse.length()
print("contacs ",contact_count," total_mag ", total_mag, " last vel ", prev_vel.length())
if total_mag > damage_threshold:
var damage = total_mag - damage_threshold
damage *= damage_multiplier
damage_player(damage)
explode_sound.play()
thanks for the body entered idea!
its important to note that you can't just sum the magnitudes you have to sum the vectors first then get the magnitude of that, obviously if two vectors are opposed exactly, they cancel out....
https://codeberg.org/codifies/Mos6502Node
https://www.youtube.com/watch?v=HXmWTnBmr38