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#godot

80 posts71 participants5 posts today
Continued thread

¡Atención grumetes 🏴‍☠️ ! ⚠️

Si vienes a nuestro taller de creación de videojuegos este sábado, recuerda que:
1️⃣ la entrada de la #Retrópolis es solidaria/sostenible: ¡debes traer un despojo electrónico o un alimento no-perecedero!
2️⃣ el acceso al Wi-Fi de la UPV está restringido y si lo necesitas nos lo tienes que pedir expresamente

Puedes enterarte bien de todo esto en nuestro artículo:
gnulinuxvalencia.org/2025-04-1

Associació GNU/Linux València · ¡Taller de creació de videojocs al Retròpolis 2025! (2025-04-12) - Associació GNU/Linux València

Hey I'm still looking for work.
I've applied to a lot of places in my area and I'm getting nothing.

I'm a programmer at heart, but I've also been looking for regular entry-level jobs because there haven't been any coding positions open at my level as far as I could tell.

If you can offer me a job, it might save my butt. And if you can't offer me a job, could you at least share this post?

I live 30 minutes away from Bellevue if that helps.

Is there a system in #godot to let you easily use multiple images for a single sprite frame.

Like for example, Id like to make a sprite that includes another image with emission data or normal data that I can pass to a shader.

Am I going to have to custom write my animated sprite node?

@ben This is one of the reasons given by #RedotEngine for forking #Godot:

"Over the years, we've observed Godot drifting away from being truly community-driven. They still claim to be, of course, but their actions suggest otherwise: over 3000 of community PRs remain unaddressed on GitHub, while corporate interests appear to have growing influence over feature development and bug fixes."

redotengine.org/blog/redot-why

Redot Engine · Redot: Why We Forked - Redot EngineWe wanted to create a space focused purely on making games — because in the end, the act of Mak Gam is in itself the most inclusive activity of all.

#GameDev #Godot #CSharp #Huh So I am trying out the mesh-generation and subdivision code I wrote yesterday, and it crashed (FWIW trying to get the adjoining surface off an edge which really should have had one...)

So I delete all the cubes (this primitive approach builds things from cubes) and it stops crashing, and then I start putting them back until it crashes, and I start playing with the exact cubes I am using trying to narrow down precisely what crashes it...

And I go through a few cycles of getting it to crash, and then fixing it, and so on...

And at some point it stops crashing 😂 and now I have put everything back and it is *fine*...

This is not something I have ever seen with C# before, it occasionally happens with C++, esp. if you have incremental rebuilds and have been cancelling builds, so that some .obj file may have been miscreated, or not deleted when it should be. But I don't think I ever saw this before with C#.

Anyone else?