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zodiepupper

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A member registered May 01, 2020 · View creator page →

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well, the short term is to build something like that yes. but i am using it as a testground for some research as well and the very long-term plan is to turn this into an OS with distrubuted computing and shared environments as the focus.

right now we use matrix, but it needs a lot of work because matrix has moved a little too fast for me to keep up. so i am working to bring the matrix impl up to date and then i will be moving to using ActivityPub as our primary first party api.

barkvr isn’t reliant on matrix. barkvr is designed to be a platform agnostic XR social and collaboration tool that you can use interchangebly with the godot editor. you can export scenes (and import coming soon, working out the security on that front) and gtlf at the moment with much more coming in the future.

my goal for the social api stuff is to eventually just allow users to login to basically whatever they want. since we do all the networking using a custom PAXOS state resolution peer to peer mesh with partitions, we can have theoritically infinite clients in a session and can transmit that data over any protocol, as i’m basically designing barkvr as a runtime/VM type thing. right now it’s webrtc, but that’s falling short on various fronts, so i’m currently creating an iroh gdextension to serve as the basis for the new networking stack.

i’ve been planning and toiling away at this networking update for a year now and i think i might have the right approach now to make this happen. i’m quite meticulous so dev is a little slow, but i want it done right. this is my dream project, and someday it will be my ideal linux distro.

apologies for the delay, i’ve been up to quite a lot of stuff lately. i’m finally getting back in the swing of development though, and i have a huge update coming really soon i think everyone will be excited about ^-^

i will upload some right now!

yeah, already did that. but it’s an unreal game, and realistically they should just be able to click the linux export button. if not i was going to offer to do it for them for free.

i’m also a dev and it frustrates me to see cool things in common engines not be exported to the other platforms especially when the engine will pretty much do the hard part already.

please release a linux build

no, a project in godot. i've put that specific one on the back-burner indefinitely as i started designing my own modular synth tool that i plan to open source at some point and have a different project i consider to be my primary project.

SunVox community · Created a new topic Custom C++ modules?

I love sunvox, and I'm planning on implementing the library as a core piece of my game, but I need to be able to pipe data from other libraries into it. Is there a way to create a custom module in C++ that would allow me to do this?

Very cool but I can't seem to get quick enough to win lol.

You should add some randomness to the green and red times to give some easy replayability.

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This doesn't really follow the rules of the 20 second game jam at all, but it's a really fun little demo.

They seem to all be colored grey for some reason. Is this a bug?

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anyone have tips on how to get the vertex colors in the materials to display properly in Godot engine?

Edit- I figured it out! David, may I request that you add one extra file to the zip you offer? I opened the .blend file, deleted the Camera, Light, and Plane, then exported as an Embedded GLTF and was able to use that in Godot after enabling the Vertex Color setting in the Materials!