<?xml version="1.0" encoding="UTF-8"?>
<feed xmlns="http://www.w3.org/2005/Atom">
  <updated>2026-01-22T02:01:28Z</updated>
  <generator>https://nostr.ae</generator>

  <title>Nostr notes by GhostRadioGames</title>
  <author>
    <name>GhostRadioGames</name>
  </author>
  <link rel="self" type="application/atom+xml" href="https://nostr.ae/npub1zvy5hnrpy7jk74v4f97eqpr0t9mngma2dcj57xc88ce0derrxjaqjnm60y.rss" />
  <link href="https://nostr.ae/npub1zvy5hnrpy7jk74v4f97eqpr0t9mngma2dcj57xc88ce0derrxjaqjnm60y" />
  <id>https://nostr.ae/npub1zvy5hnrpy7jk74v4f97eqpr0t9mngma2dcj57xc88ce0derrxjaqjnm60y</id>
  <icon>https://media.beige.party/accounts/avatars/114/255/097/594/654/208/original/44b85816e8d0466c.png</icon>
  <logo>https://media.beige.party/accounts/avatars/114/255/097/594/654/208/original/44b85816e8d0466c.png</logo>




  <entry>
    <id>https://nostr.ae/nevent1qqswurngwndcv8a8k03pmdkw6xw8y0p6qazlzw9njwqxn3ayrz2647czyqfsjj7vvyn62m64j4yhmyqydavhwdr04fhz2ncmqulr9ahyvv6t5dpdrh7</id>
    
      <title type="html">well, it&amp;#39;s been debated but I&amp;#39;m pretty sure there&amp;#39;s ...</title>
    
    <link rel="alternate" href="https://nostr.ae/nevent1qqswurngwndcv8a8k03pmdkw6xw8y0p6qazlzw9njwqxn3ayrz2647czyqfsjj7vvyn62m64j4yhmyqydavhwdr04fhz2ncmqulr9ahyvv6t5dpdrh7" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqsf69wsmq6yggl54j2tfewcmvfc3kq3hn0m7ygdl3fxz2xn68ml7kqwcq9xa&#39;&gt;nevent1q…q9xa&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;well, it&amp;#39;s been debated but I&amp;#39;m pretty sure there&amp;#39;s no worry about paying Unity a penny if you&amp;#39;re not already quite successful, and most of us don&amp;#39;t have to ever worry about that.  &lt;br/&gt;&lt;br/&gt;I&amp;#39;m sure using Godot is by far the safer route, but you would have to shell out some cash at least if you wanted to get it on a console - but again, most of us won&amp;#39;t ever have to worry about that.  One does not just put a game on a console, etc.
    </content>
    <updated>2025-06-29T17:38:07Z</updated>
  </entry>

  <entry>
    <id>https://nostr.ae/nevent1qqsqj6c2d78s0vjm0rgd0e6uk6ak0wqz82jcpnt0t765rq2manmh9sczyqfsjj7vvyn62m64j4yhmyqydavhwdr04fhz2ncmqulr9ahyvv6t5up3857</id>
    
      <title type="html">Yep exactly. That&amp;#39;s what I did in Godot AND Unity because it ...</title>
    
    <link rel="alternate" href="https://nostr.ae/nevent1qqsqj6c2d78s0vjm0rgd0e6uk6ak0wqz82jcpnt0t765rq2manmh9sczyqfsjj7vvyn62m64j4yhmyqydavhwdr04fhz2ncmqulr9ahyvv6t5up3857" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqsvxaqcrjdq0y2lsyr8r22prk2rh5y0vcsusm8fjmm4hpdcy6pmrucx7566s&#39;&gt;nevent1q…566s&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;Yep exactly.  That&amp;#39;s what I did in Godot AND Unity because it had to be done.  They both run fine now, but there a still tonnnns of things I dislike about Godot and moving back over means catching up with all the stuff I&amp;#39;ve done in Unity since a year ago.  &lt;br/&gt;&lt;br/&gt;But yeah, &amp;#34;culling&amp;#34; the nodes away when not in use is the way to go.  That was a pain in the ass, because I had to rewrite my light logic because the entire dungeon has lights that glow in sync, so I had to figure out a medieval way to make that work when they weren&amp;#39;t running.  I created light objects that would load at start (all 578 of them), then be held in a list on a light manager that would determine if the node was in the inactive or active pool, then if it was inactive just not update its lights.  Before all that they just ran.
    </content>
    <updated>2025-06-29T15:39:01Z</updated>
  </entry>

  <entry>
    <id>https://nostr.ae/nevent1qqsx0fyvhkeht4a38u54fzmnjdp7x0dgqyqrgynypm9l4pkdsrz2t8szyqfsjj7vvyn62m64j4yhmyqydavhwdr04fhz2ncmqulr9ahyvv6t5tldatj</id>
    
      <title type="html">well, then it&amp;#39;s not going to affect you.</title>
    
    <link rel="alternate" href="https://nostr.ae/nevent1qqsx0fyvhkeht4a38u54fzmnjdp7x0dgqyqrgynypm9l4pkdsrz2t8szyqfsjj7vvyn62m64j4yhmyqydavhwdr04fhz2ncmqulr9ahyvv6t5tldatj" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqsdh0mfn0cf5y8cp2y8xdnxcdcv4gu6g2a3r2a0z9vxp2hlygjrupgk9w5zd&#39;&gt;nevent1q…w5zd&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;well, then it&amp;#39;s not going to affect you.
    </content>
    <updated>2025-06-29T15:21:30Z</updated>
  </entry>

  <entry>
    <id>https://nostr.ae/nevent1qqsvfwfy8e7qxmyjql9qqn0h5uj65m0cdmh2z6ld8l6l8lznzuueqmgzyqfsjj7vvyn62m64j4yhmyqydavhwdr04fhz2ncmqulr9ahyvv6t5wln0ms</id>
    
      <title type="html">They discussed a solution to these things but ultimately it would ...</title>
    
    <link rel="alternate" href="https://nostr.ae/nevent1qqsvfwfy8e7qxmyjql9qqn0h5uj65m0cdmh2z6ld8l6l8lznzuueqmgzyqfsjj7vvyn62m64j4yhmyqydavhwdr04fhz2ncmqulr9ahyvv6t5wln0ms" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqstcgwqyjz94tl7npl0vjcrh29k9th78ynsqmeqy53rxs9vxngnfhqhx0daj&#39;&gt;nevent1q…0daj&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;They discussed a solution to these things but ultimately it would require a huge rewrite and I believe Juan and co discussed it but there was not really a solution, or they had said it was beyond the scope of the mission etc.  I&amp;#39;m not sure where this is at right now.  there was also discussion of some kind of button to update the scene on demand, though I think doing that would defeat the purpose of needing a remote tree updating in real time, but again I haven&amp;#39;t looked at this or cared about it in a year or so.&lt;br/&gt;&lt;br/&gt;I suspect it&amp;#39;s not enough to just have a Node3D, though I thought I had tested it and found it would freeze at around 300&#43; nodes, though my nodes also had a script on it, every one of them, so maybe that adds to the complexity of the issue.&lt;br/&gt;&lt;br/&gt;Edit: I read Calinou&amp;#39;s comments again, it was a button to update the remote tree on the fly.  The problem was that if I moved anything in the remote tree - it wouldn&amp;#39;t respond and I determined it was freezing up every 2 seconds for about 3-4 seconds nonstop.
    </content>
    <updated>2025-06-29T15:03:11Z</updated>
  </entry>

  <entry>
    <id>https://nostr.ae/nevent1qqstcgwqyjz94tl7npl0vjcrh29k9th78ynsqmeqy53rxs9vxngnfhqzyqfsjj7vvyn62m64j4yhmyqydavhwdr04fhz2ncmqulr9ahyvv6t5e5jmnx</id>
    
      <title type="html">https://github.com/godotengine/godot/issues/78645</title>
    
    <link rel="alternate" href="https://nostr.ae/nevent1qqstcgwqyjz94tl7npl0vjcrh29k9th78ynsqmeqy53rxs9vxngnfhqzyqfsjj7vvyn62m64j4yhmyqydavhwdr04fhz2ncmqulr9ahyvv6t5e5jmnx" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqsdfrj3lpdluh27xn954uqyaxnhzjjgks3n9rpc8v2uy6j6xsgvkacyepysr&#39;&gt;nevent1q…pysr&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;&lt;a href=&#34;https://github.com/godotengine/godot/issues/78645&#34;&gt;https://github.com/godotengine/godot/issues/78645&lt;/a&gt;
    </content>
    <updated>2025-06-29T14:59:43Z</updated>
  </entry>

  <entry>
    <id>https://nostr.ae/nevent1qqsg3387tdkajlcn65unvyvk3xg6lydagals4r6r6aj8wz7vdwjszcgzyqfsjj7vvyn62m64j4yhmyqydavhwdr04fhz2ncmqulr9ahyvv6t5z4vmmg</id>
    
      <title type="html">well that&amp;#39;s awesome! My game is pretty small in terms of 3D, ...</title>
    
    <link rel="alternate" href="https://nostr.ae/nevent1qqsg3387tdkajlcn65unvyvk3xg6lydagals4r6r6aj8wz7vdwjszcgzyqfsjj7vvyn62m64j4yhmyqydavhwdr04fhz2ncmqulr9ahyvv6t5z4vmmg" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqsrz36mc63mmlk24lshug04gj7xu2d0f9g462cqsmh76gsh9qnpg4qctrgfj&#39;&gt;nevent1q…rgfj&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;well that&amp;#39;s awesome! My game is pretty small in terms of 3D, but it&amp;#39;s a dungeon crawler loading about 578 nodes in the first floor, and it can&amp;#39;t handle it.  There are dudes on the forum going like &amp;#34;yo I have 80k nodes&amp;#34; and I can&amp;#39;t imagine that, ha.
    </content>
    <updated>2025-06-29T14:07:49Z</updated>
  </entry>

  <entry>
    <id>https://nostr.ae/nevent1qqsd7yra9gw5ersrrm80wg34ha6eg0vna6fgppkcaet3xw5lj6kf9dgzyqfsjj7vvyn62m64j4yhmyqydavhwdr04fhz2ncmqulr9ahyvv6t5zj2mdc</id>
    
      <title type="html">in Godot there is a problem with Node3D when you have a certain ...</title>
    
    <link rel="alternate" href="https://nostr.ae/nevent1qqsd7yra9gw5ersrrm80wg34ha6eg0vna6fgppkcaet3xw5lj6kf9dgzyqfsjj7vvyn62m64j4yhmyqydavhwdr04fhz2ncmqulr9ahyvv6t5zj2mdc" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqsp9p72h4aqzpscwq4e8kk3d2hws6w6rx6ss97xugfevzu4nj7z87cs6csrk&#39;&gt;nevent1q…csrk&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;in Godot there is a problem with Node3D when you have a certain number of them, that the remote tree becomes unusable.  I don&amp;#39;t know, I believe they still haven&amp;#39;t solved it.  From what I heard it would require a rewrite and they decided it would be against their mission statement to address it.  So I think 3D in Godot has problems.  But, I did manage to make it work by devising a sort of culling system that works at the expense of quality visuals.  Anyway, staying in Unity until something like that can be addressed.  Last I checked they discussed a work-around like a checkbox to disable something, but did not implement it.
    </content>
    <updated>2025-06-29T13:50:02Z</updated>
  </entry>

  <entry>
    <id>https://nostr.ae/nevent1qqswns76wpyg7lk7mc2r63qlkm6q5x5u9t2ey7ax8a6jrx8hutg8v3czyqfsjj7vvyn62m64j4yhmyqydavhwdr04fhz2ncmqulr9ahyvv6t5f9cc7a</id>
    
      <title type="html">one of the many problems in my Godot project. I thought about ...</title>
    
    <link rel="alternate" href="https://nostr.ae/nevent1qqswns76wpyg7lk7mc2r63qlkm6q5x5u9t2ey7ax8a6jrx8hutg8v3czyqfsjj7vvyn62m64j4yhmyqydavhwdr04fhz2ncmqulr9ahyvv6t5f9cc7a" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqspvztn5qgzxsc7ngna2wyrr0ljk4yswwlt9h5vwv0kzfccwj8xm2cwy2f2g&#39;&gt;nevent1q…2f2g&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;one of the many problems in my Godot project.  I thought about switching, but so far there are few benefits to doing so and a lot of problems if I do.
    </content>
    <updated>2025-06-29T12:29:10Z</updated>
  </entry>

  <entry>
    <id>https://nostr.ae/nevent1qqs8xmzp99nqp5w7wju5jdqkejd4fkmadmjd0ectykk6yrcmn2u9azczyqfsjj7vvyn62m64j4yhmyqydavhwdr04fhz2ncmqulr9ahyvv6t5l8g4su</id>
    
      <title type="html">so, McDonalds to replace workers in drive thru with AI. Hertz ...</title>
    
    <link rel="alternate" href="https://nostr.ae/nevent1qqs8xmzp99nqp5w7wju5jdqkejd4fkmadmjd0ectykk6yrcmn2u9azczyqfsjj7vvyn62m64j4yhmyqydavhwdr04fhz2ncmqulr9ahyvv6t5l8g4su" />
    <content type="html">
      so, McDonalds to replace workers in drive thru with AI.&lt;br/&gt;&lt;br/&gt;Hertz using AI to scan your vehicle and charge you if it detects &amp;#34;damage&amp;#34; which you cannot contest because its chat bot will never give you a human.&lt;br/&gt;&lt;br/&gt;What are we doing? Are you all cool with this shit? Stop supporting these companies immediately or your job and your livelihood will be next.  Your right to contest anything will vanish.  If you use these companies you&amp;#39;re signing off on that.
    </content>
    <updated>2025-06-27T00:27:30Z</updated>
  </entry>

</feed>