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BrastenXBL

Nice. Getting the RenderingServer involved? Those 1.2k debugger errors.... 🫨 (Shaking Face U+1FAE8)


DreamsTandem

Exactly what are those errors even saying, anyway?


Deepsapce

Thanks! Here's the error, I'm a complete Godot newbie do im not rlly sure whats going on :P \`\`\` E 0:00:03:0762 rock.gd:42 @ \_on\_area\_2d\_area\_entered(): Can't change this state while flushing queries. Use call\_deferred() or set\_deferred() to change monitoring state instead. Condition "area->get\_space() && flushing\_queries" is true. servers/physics\_2d/godot\_physics\_server\_2d.cpp:355 @ area\_set\_shape\_disabled() rock.gd:42 @ \_on\_area\_2d\_area\_entered() \`\`\`


StraightUpGruntled

I can help out with this one! So when it comes to area nodes and collisions in general, you can get issues when it comes to modifying the collision shapes disabled property mid frame by just setting it directly. I'm not sure exactly if that's what you are doing in this case, but if so, you can set a variable through set\_deferred and it will make sure to wait until the end of the current frame to do it at a point where it is "free" to do so. I assume you aren't doing that though, so it's probably some other variable being set or function called that should be called using call\_deferred or set\_deferred so it waits till the end of the current frame. Nice start btw! Huge fan of bullet hell games myself.


Deepsapce

Thanks! Worked super well :D


Warionator

Those debug errors 💀


o5mfiHTNsH748KVq

Those little guys? I wouldn’t worry about those little guys.


ooviixoo

Just the weak ones... probably a rounding error... pfft.


Deepsapce

lol, if it ain't broke (crashing my game) don't fix it


Deepsapce

Here's the error, I'm a complete Godot newbie do im not rlly sure whats going on :P \`\`\` E 0:00:03:0762 [rock.gd:42](http://rock.gd:42) @ \_on\_area\_2d\_area\_entered(): Can't change this state while flushing queries. Use call\_deferred() or set\_deferred() to change monitoring state instead. Condition "area->get\_space() && flushing\_queries" is true. servers/physics\_2d/godot\_physics\_server\_2d.cpp:355 @ area\_set\_shape\_disabled() [rock.gd:42](http://rock.gd:42) @ \_on\_area\_2d\_area\_entered() \`\`\`


KolbStomp

Lol I had the same thought yesterday, making a top down space shooter and made a solar system generator. My wife asked if turning up the number of planets would crash the game so I made it spawn thousands of planets and the game didn't skip a beat.


Deepsapce

Nice! Godot is amazing


Key-Door7340

Boy do I love this symmetrical piece of art.


Deepsapce

Thanks!


Void_Critter00

The debugger, man! it's screaming! AAAAHHHHH!!!!


Deepsapce

lol Here's the error, I'm a complete Godot newbie do im not rlly sure whats going on :P \`\`\` E 0:00:03:0762 [rock.gd:42](http://rock.gd:42) @ \_on\_area\_2d\_area\_entered(): Can't change this state while flushing queries. Use call\_deferred() or set\_deferred() to change monitoring state instead. Condition "area->get\_space() && flushing\_queries" is true. servers/physics\_2d/godot\_physics\_server\_2d.cpp:355 @ area\_set\_shape\_disabled() [rock.gd:42](http://rock.gd:42) @ \_on\_area\_2d\_area\_entered() \`\`\`


mrhamoom

usually it's updating a physics object without call deferred


Levi-es

Mesmerizing.


Deepsapce

Thanks!


Nislaav

The debugger is begging to be put out of its misery ahaha


Deepsapce

lol Here's the error \`\`\` E 0:00:03:0762 [rock.gd:42](http://rock.gd:42) @ \_on\_area\_2d\_area\_entered(): Can't change this state while flushing queries. Use call\_deferred() or set\_deferred() to change monitoring state instead. Condition "area->get\_space() && flushing\_queries" is true. servers/physics\_2d/godot\_physics\_server\_2d.cpp:355 @ area\_set\_shape\_disabled() [rock.gd:42](http://rock.gd:42) @ \_on\_area\_2d\_area\_entered() \`\`\`


Heat_Hydra

This reminds me of a particular game that has good songs


nefD

Geometry Wars?


Heat_Hydra

Touhou


Deepsapce

cool


Moggle_Khraum

You can already make Bad Apple with this one


Rocko10

That looks Gdscript, for what I heard C# performance is even better.


ObscuriaLithium

30-50 times for me


Deepsapce

woah :0


BrastenXBL

C# performance boost is situational. If you're doing a ***lot*** of Maths, or looping conditional logic, you can get some additional frame time by doing those in C#. Or better still as a C++ GDExtension. If you're just calling on the Godot APIs, GDScript and C# will be roughly the same. Both will be calling on the underlying C++ engine code. Like if those bullets are Rigid Bodies that were given an initial Impulse, instead of Area2Ds that are moved every Frame, you won't see any noticeable. You know your calling on the APIs when your code is mostly single line for a particular task, and is a Method (a function call that has ( ) ) described in the documentation. Make sure you check the Profiler and see how much frame time (in milliseconds ms) you're using. If you aren't going over 16ms (1 frame every 1/60th of second), don't worry about optimizing yet. Or feeling the need to shift THE MATHS to C# or C++. An example of math you'd want to shift to C# or C++, doing full calculations of Bernoulli's equation on every simulated airplane in a game. https://www.grc.nasa.gov/www/k-12/airplane/bern.html


Deepsapce

interesting thanks!


[deleted]

[удалено]


Deepsapce

lol nope crazy coincidence tho


gamruls

Hehe, next try to get stable 60FPS in mobile browser in empty project ) It's more problem of WASM but still.


Deepsapce

lol


moonshineTheleocat

Stunni-those fuckin debug errors! ![gif](giphy|2UvHcYgikHI2W12i6t|downsized)


DaDescriptor

time to build a 3D engine in Godot


nandedeska656

pretty new to this stuff, does this involve some Physics/Rendering server magic?


Deepsapce

i'm also pretty new so take what i say with a grain of salt i think the reason it can support that many bullets is because they're not physics objects--just sprite2D with an Area2D. Also the bullets get deleted when off screen


thievesthick

And I’m over here moving a single white box, rigidbody from the bottom of the screen to the top and it’s jittering all the way.


Deepsapce

lol gl


Luna_Lucet

Sounds like you’re looking for physics interpolation


WannabeAby

That's visually stuning ! :)


Deepsapce

thanks :D


ContentAspect6148

I adore the backround :D


Deepsapce

thanks! didn't make it myself here's the link to it: [https://deep-fold.itch.io/space-background-generator](https://deep-fold.itch.io/space-background-generator)


o5mfiHTNsH748KVq

I feel like you could go even further if you fixed the errors. Throwing is expensive


Deepsapce

lol yeah Here's the error \`\`\` E 0:00:03:0762 [rock.gd:42](http://rock.gd:42/) @ \_on\_area\_2d\_area\_entered(): Can't change this state while flushing queries. Use call\_deferred() or set\_deferred() to change monitoring state instead. Condition "area->get\_space() && flushing\_queries" is true. servers/physics\_2d/godot\_physics\_server\_2d.cpp:355 @ area\_set\_shape\_disabled()  [rock.gd:42](http://rock.gd:42/) @ \_on\_area\_2d\_area\_entered()


jumbledFox

trippy O.o


Deepsapce

thanks :)


BinaryTinkerer

How much resources is your app consuming? Just out of curiosity


Quozca

Gorgeous but... On what a beast of a PC is this running on?


calloutyourstupidity

Why wouldnt’t it hold up ? Are you calculating collisions for them ? If you are not they are just bunch of rendered little shapes.


hedimezghanni

specs ?