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self.__VINEXT_RSC_CHUNKS__=self.__VINEXT_RSC_CHUNKS__||[];self.__VINEXT_RSC_CHUNKS__.push("2:I[\"aadde9aaef29\",[],\"default\",1]\n3:I[\"6e873226e03b\",[],\"Children\",1]\n5:I[\"bc2946a341c8\",[],\"LayoutSegmentProvider\",1]\n6:I[\"6e873226e03b\",[],\"Slot\",1]\n7:I[\"3506b3d116f7\",[],\"ErrorBoundary\",1]\n8:I[\"a9bbde40cf2d\",[],\"default\",1]\n9:I[\"3506b3d116f7\",[],\"NotFoundBoundary\",1]\na:\"$Sreact.suspense\"\n:HL[\"/assets/index-BLEkI_5r.css\",\"style\"]\n")"_meta_ka9gd_33">59 points by freeCandy 1 days ago | 6 comments
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Not sure if a VirtualJoystick is really needed as part of the engine, this could just be on the asset store. I feel like it incentivizes cookie cutter games with no uniqueness.
But maybe I'm reading too much into providing a basic input like a mouse cursor? Then again, how many games use the native cursor as is?
This is probably the biggest thing that GameMaker users (which I was, years ago) have been missing from Godot. Tilemaps recently got you 80% of the way there but had all the limitations (and difficulties) associated with it.
So many good things in this release but scene painting is a big one, to me.
This is going to save me gigabytes of space :)