nitrogenez

joined 1 year ago
[–] nitrogenez@lemmy.world 2 points 9 months ago (3 children)

brainwashing in action.

[–] nitrogenez@lemmy.world 4 points 9 months ago

fuck i really struggled to pronounce that even in my head, jesus.

[–] nitrogenez@lemmy.world 0 points 9 months ago

that's a kindergarten level of doing things. "uuuuuuugh you did that to me imma do the same for you uuuuuuugh". that's straight up pathetic.

[–] nitrogenez@lemmy.world 6 points 9 months ago* (last edited 9 months ago)

i'm typing really fast and sometimes my brain can't keep up with my muscle memory. and one time that played me badly. as i was once typing a command to remove a symlink from /usr/bin i actually hit enter on /usr/bin/, and my system froze, and only then i realised that my system is now defacto gone.

[–] nitrogenez@lemmy.world 6 points 9 months ago

he only gives a fuck about profits. improving teenagers well-being is against his rules as this only wastes his money. it's capitalism mates.

[–] nitrogenez@lemmy.world 1 points 9 months ago (2 children)

I've seen that RigidBody3D is not recommended to use for player movement because of some physics stuff in Godot Docs. Is that not the case anymore?

22
submitted 9 months ago* (last edited 9 months ago) by nitrogenez@lemmy.world to c/godot@programming.dev
 

I want to make an FPS controller that feels realistic, like when you move you really feel that your character has mass. In Unity I would've done that with RigidBody, but how do I do that in Godot 4.3.1 with CharacterBody3D? I know that RigidBody3D is not suitable for character controllers. May anyone show me the direction in which I shall dig?

[–] nitrogenez@lemmy.world 12 points 9 months ago (2 children)

netbsd is just chilling somewhere in the corner, left to rot alone :(

[–] nitrogenez@lemmy.world 35 points 9 months ago (2 children)

my opinion is:... it's obvious. it's microsoft. they do everything to make profit, AI included.

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