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@UnGlazedGarlic@lemmy.blahaj.zone

wheel rule

2026-05-22 11:01 UTC

Replies (14)

  • @carotte@lemmy.blahaj.zone 2026-05-22 12:03

    but… if i made my own wheel, it could run faster… i definitely know more about game engine development than game engine developers… hmmm i reckon it wouldn’t be bad if i reinvented it… i’m special, i can do it :3

    Open ##2760449

  • @N0tTr0xy@lemmy.dbzer0.com 2026-05-22 12:53

    But does it rust?

    Open ##2761185

  • When learning a new domain, there will always be things you spend a lot of time and effort figuring out only to find out someone else has already spent a lot of time and effort figuring out. This is fine and unavoidable; if you wait to start building until you’re sure you know everything you will never build anything. IME this tension never goes away entirely. So if you find you’ve reinvented the wheel, don’t beat yourself up about it. Now hopefully you know a little bit more than you did about what a wheel actually is, how it functions in a video game, and when to use off-the-shelf wheels vs building bespoke wheels (do not pardon the pun it was intentional and I can take the heat). This is how you go from being a novice game developer to a better game developer. Occasionally you may even stumble across a new way to make wheels that has never been done before, and the state of the art moves forward a tiny bit. It’s rare, but it does happen.

    Open ##2761627

  • @criss_cross@lemmy.world 2026-05-22 13:26

    I thought people hated asset reuse?

    Open ##2761954

  • @Vinylraupe@lemmy.zip 2026-05-22 13:51

    dies

    Open ##2762345

  • @Zacryon@feddit.org 2026-05-22 13:57

    If you see learning the mechanisms as part of the challenge and journey that’s fine. If you want to understand how something works and why, then doing it yourself is the best approach. If you just care about something that should ‘just work’ without wanting or needing to understand the machinery, then of course, reinventing the wheel is not the best approach.

    Open ##2762433

  • @CluckN@lemmy.world 2026-05-22 14:03

    Jigsaw you don’t understand, it’s Balatro but with turtles instead of cards.

    Open ##2762549

  • @sp3ctr4l@lemmy.dbzer0.com 2026-05-22 17:20

    I’m gonna do the thing, I just want everyone to know that I am aware I am doing the thing. Fucking general recommened default set up for a character controller in Godot. If you want to actually have responsive character physics and collisions, in 3d, the way most people tell you to do it is wrong. You want to base if off of a RigidBody3D, not a CharacterBody3D. CharacterBody3D works if you are doing a simpler, more arcady, platformer type game. It does not work well if you want more complex/interactive/ragdoll-like physics between the character and their environment, such as dynamj inverse/reactive animations, where say a box is thrown at a character, or a character runs into a wall, or a character’s own momentum would dynamically affect their animation and movement. Now sure, most people probably aren’t trying to create something approximating MGSV or SplinterCell or Euphoria style character controller systems. But some people are. … at least I’m not inventing my own entire game engine.

    Open ##2765091

  • @sp3ctr4l@lemmy.dbzer0.com 2026-05-22 17:20

    I’m gonna do the thing, I just want everyone to know that I am aware I am doing the thing. Fucking general recommened default set up for a character controller in Godot. If you want to actually have responsive character physics and collisions, in 3d, the way most people tell you to do it is wrong. You want to base if off of a RigidBody3D, not a CharacterBody3D. CharacterBody3D works if you are doing a simpler, more arcady, platformer type game. It does not work well if you want more complex/interactive/ragdoll-like physics between the character and their environment, such as dynamj inverse/reactive animations, where say a box is thrown at a character, or a character runs into a wall, or a character’s own momentum would dynamically affect their animation and movement. Now sure, most people probably aren’t trying to create something approximating MGSV or SplinterCell or Euphoria style character controller systems. But some people are. … at least I’m not inventing my own entire game engine.

    Open ##2765143

  • @iocase@lemmy.zip 2026-05-22 18:04

    But how will I spend 3 years making my 2D platformer thats as generic as possible except for one slight difference I implemented poorly? You’re taking away all of the fun of posting my 2D platformer post mortem #204582910058 where I refuse to see reality and never understand why my game sucks or why it flopped!

    Open ##2765532

  • @Furbag@pawb.social 2026-05-22 23:35

    But what if I covered the wheel in spikes and then tie a reanimated skeleton to the spokes?

    Open ##2771859

  • @solidheron@sh.itjust.works 2026-05-22 14:25

    Featuring the new ai powered wheel for optimal rotation and automatic orientation detection

    Open ##2914850

  • @fracture@lemmy.blahaj.zone 2026-05-22 22:05

    i don’t think i reinvented the wheel, but if there was a better way to implement authoring frome data with hitboxes, i would love to hear it bsky.app/profile/…/3mmagpyhmls2q

    Open ##2923080

  • @RustyNova@lemmy.world 2026-05-23 10:16

    But by reinventing the wheel, you can learn how it works first hand. Sure it may not be as good as the provided wheel in some places (or better in some) but at least you learned and appreciate the work put into it. … Or you didn’t know the wheel existed, and “big round thing” didn’t yield any result on the internet

    Open ##2928048