Konrad Konieczny

@Psyhackological
0 Followers
121 Following
195 Posts
LinuxSystem Operating Administration
FOSSFree and Open Source Software
RustRust programming.
GamingLinux gaming.
@Em0nM4stodon also this is very different but you may like it
https://logseq.com/
A privacy-first, open-source knowledge base

A privacy-first, open-source platform for knowledge management and collaboration.

logseq
@Em0nM4stodon don't know about kanban
https://hackmd.io/
HackMD: Your Collaborative Markdown Workspace for Knowledge Sharing

HackMD gives you a real-time Markdown editor for collaborative work. Working with Markdown files in HackMD is simple, straightforward, and fun.

Getting #GodotEngine oiled up to the state it is now, where development speed is so incredibly fast and there is such good harmony with foundation, contributions and community took many many, _many_ years of refining processes for development, contribution, release management, moderation, etc.

I will do a talk about it at GodotCon in a week explaining parts of this process!

Pressing the fork button takes a second. Learning to do what we do takes a tiny bit more 😞.

@memoriesin8bit I've just seen it. Nice reviews but how is the controlling done here? It stills looks like basic fixed WSAD.
@memoriesin8bit maybe you can say some of the elements like movement, gravity that are very simple are just simple unrealistic physics but really fixed and not physics based. The rest can be depending on the choice of the devs.
@memoriesin8bit yeah I understand now. Maybe a better game to mentioned would be RDR 2, but I get your point.
@memoriesin8bit so in the end almost all games are probably hybrid in that sense?
@memoriesin8bit so the simulations that is dynamically interacted with is physics based but things that are fixed, animated or just does not seem represented as flexible entity according to the world is just an illusion to appear as something is being done.
@memoriesin8bit yeah. But it's confusing as heck. How can I 100% differentiate what is physics based or not? Let's say Snowrunner is heavily physics based or Teardown?

@memoriesin8bit TIL. However I'm taking as my paradigm - Bevy engine and their 2 physics libraries that are mostly used for collision detection and so on
- https://github.com/Jondolf/avian
- https://rapier.rs/

So how should I see it now then?

GitHub - Jondolf/avian: ECS-driven 2D and 3D physics engine for the Bevy game engine.

ECS-driven 2D and 3D physics engine for the Bevy game engine. - Jondolf/avian

GitHub