u/kodifies

2,592 post karma · 3,705 comment karma · joined Oct 2014 · moderator

  1. 1points

    Mos6502.gdextension (youtube.com)

    0 comments · source

  2. 2points

    Mos6502.gdextension (youtube.com)

    0 comments · source

  3. 3points

    learning gdextension (self.godot) [discussion]

    1 comments

  4. 2points

    mos6502.gdextension

    0 comments · source

  5. 11points

    mos6502.gdextension (self.godot) [discussion]

    3 comments

  6. 8points

    SE2 thrust to weight ratio display (self.spaceengineers) [FEEDBACK (to the devs)]

    4 comments

  7. 7points

    Map out you levels with a dot graph (howto) (i.redd.it) [discussion]

    6 comments · source

  8. 1points

    Import hints for (dynamic) rigid bodies (self.godot) [help me]

    3 comments

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....