Glitshy @glitshy.bsky.social · 10/10/2026static.klipy.comFrodo: All Right, Then. Keep Your Secrets.Alt: Frodo: All Right, Then. Keep Your Secrets 000
Glitshy @glitshy.bsky.social · 24/08/2026Why even use AI for this? It's not hard to find stock images of: Some guy mining, some dust, a microchip, a PC and mining in *mine*craft. You could even slap it together in fucking paint if you have no other image editing software. 110
Glitshy @glitshy.bsky.social · 20/07/2026Was that just for fun or is there any difference to the original implementation? 110
Glitshy @glitshy.bsky.social · 14/07/2026The humanoid frog us wielding a pole-arm, I see what you did there 020
Glitshy @glitshy.bsky.social · 05/06/2026Well, kind of, just not necessarily in a positive direction 000
Glitshy @glitshy.bsky.social · 12/05/2026Do you use vertex color or how do you id a single piece and move it differently from the others in the shader? 100
Reposted by GlitshyUSER WAS BLOCKED FOR THIS POST @blockedforthispost.bsky.social · 10/05/2026Fuck off with your Ai shit!!!!!!!!!!! 171402339
Glitshy @glitshy.bsky.social · 05/05/2026Or C#, which makes transitioning coming from Unity a lot easier 130
Glitshy @glitshy.bsky.social · 03/05/2026I just read it. Speech-to-text for "listening", LLM for generating (text) response, text-to-speech to "talk". So kinda, yeah. 010
Glitshy @glitshy.bsky.social · 06/04/2026Not sure if that is what you mean, but you can export a "Curve" variable in a script and edit that in the inspector (instead of the animation tab) docs.godotengine.org/en/stable/cl...docs.godotengine.orgCurveInherits: Resource< RefCounted< Object A mathematical curve. Description: This resource describes a mathematical curve by defining a set of points and tangents at each point. By default, it r... 110
Reposted by Glitshyits me, im kris @imkrisyim.com · 28/03/2026new github update automatically enables scraping your code for copilot 😍☺️ change it under settings > copilot > features > privacy 431310801
Glitshy @glitshy.bsky.social · 22/03/2026Finally got around to refining and fixing a few things for my Raycast Lag compensation addon and updated it to V1.3. Most notably, it can be chosen whether a raycast which originates inside a collider should be able to collide with that collider or not. github.com/Glitshy/Godo... #godot #gamedevgithub.comGitHub - Glitshy/Godot-Lag-Compensation: Raycast Lag Compensation for Multiplayer games using the Godot engineRaycast Lag Compensation for Multiplayer games using the Godot engine - Glitshy/Godot-Lag-Compensation 0103
Glitshy @glitshy.bsky.social · 21/03/2026Ordering milk and a burger at a sushi place (for the greater good) 050
Glitshy @glitshy.bsky.social · 08/03/2026What made you choose using the underlying ENet rather than the built-in high-level MP (which IIRC is also built on ENet)? I am currently using the "normal" MP, but implementing all functionalities (input, transform, spawn sychnonization) from scratch but using the high-level RPCs, which works kinda 100
Glitshy @glitshy.bsky.social · 05/03/2026Maybe I am just missing something, but when working with a AnimationTree containing e.g. a blend tree 2D, I constantly have t switch between changing parameters of the AnimationTree and the positioning of my animations in 2D, which both needs thesame inspector window. Id need two inspectors, I guess 020
Glitshy @glitshy.bsky.social · 01/03/2026Nice! I'm assuming you are teleporting the player halfway through the connecting corridor? 110
Glitshy @glitshy.bsky.social · 23/02/2026Never heard of one, but looks neat! I especially like that it looks like it could me made to work in RL. 010
Glitshy @glitshy.bsky.social · 21/02/2026Depends on the vibe you're going for. A has a "rogue" vibe to it, going against tge system B/C Show of the characters face, tells me the identity of the character is important to their quest (like an heir). C tells me if it's a "righteous" cause Out of D/E/F I prefer E, looks the most "heroic" to me 110
Glitshy @glitshy.bsky.social · 20/02/2026I'm not really up to speed with Lego games, but even 16 GB RAM sounds a lot 000
Glitshy @glitshy.bsky.social · 02/02/2026Elon, your lawyer here, I'd like to advise you to keep posting this shit. 020
Glitshy @glitshy.bsky.social · 30/01/2026I agree with you on the last one, that's why I actually set up a blender script to export animations as separate files and a cuztom godot importer to extract the animation from each file. Took some time to set up and it isn't pretty, but it works. 020
Glitshy @glitshy.bsky.social · 30/01/2026Not a UE guy, just curious, what does it do then? I just checked the docs and it sounded like it should control horizontal fov? 100
Glitshy @glitshy.bsky.social · 20/01/2026Definitely case C. That would be constistant when assuming "up" is equal to element at index [1]. 000
Glitshy @glitshy.bsky.social · 28/11/2025Steam's approach of requiring a statement about *what exactly* was made using GenAI (art, sound, code, etc.) is literally the best in terms of informing the consumer. If you don't care about AI? Ignore it. If you have a problem with e.g. AI art in particular? You can read it there. 040
Glitshy @glitshy.bsky.social · 23/10/2025Not a single word, but we have the phrase "Mit einem lachenden und einem weinenden Auge", which means "with a laughing and a crying eye" 040