Static methods have their time and place. They can also be misused to break the OOP system so that you aren’t getting the benefits of it properly.
Depends on the language, and how much of a language lawyer you are. But in many programming languages every variable / everything is an instance of a class. For example variable = 1 in many programming languages, variable is now an instance of a number type (yes, even numbers are classes).
Another example, in Ruby you can just casually call methods on numbers:
irb(main):001:0> 1.zero?
=> false
Here I used the method zero? on the 1, which is an instance of the Integer class.
So everything is an instance of a class.
For basic OOP understanding, I think that’s just fine. Everything is an instance of a class, and the methods you can call on the instance are defined by the class.
AFAIK, Lua doesn’t really have classes, instead it has a metatable thingy, which you can use to create classes, but without any of the nice syntax. Which, I think is similar to the prototypes present in earlier JavaScript (before it got proper class syntax).
How well will Godot handle the later stages? According to this, it’s not the best game engine for 3D. Also, I understand that a new version is coming out this year, so how easy will it be to update for Thrive?
Oh no, it’s that video again, where some guy has trouble using 3D physics movements on a slope, and says “godot bad”.
We are already using 3D in godot, just like before the cell stage is actually 3D. And seeing all the screenshots of things made with Godot, I highly doubt that its graphical capabilities is going to turn out any kind of issue for us.
So far there’s one Godot issue, that’s one of: their documentation being bad, their code having a bug, or both me and crodnu not understanding how to use that one Godot feature: Fix errors trying to lookup non-existant shape owners · Issue #1126 · Revolutionary-Games/Thrive · GitHub
Everything else has worked out just fine.
0.5.0 will be released on Saturday, not that many days to go. After updating to launcher 1.1.2, playing the godot versions of thrive takes just one click like before. Unless you are on a mac where the launcher doesn’t work.
On second reading, that does seem like the case.
I’ve read some of the godot blogs, and it seems that they don’t want to break compatibility too badly with 4.0. The only accurate way to know how difficult it is to update, is to actually update.
Hi, it’s been a while Mouthwash. Glad to see you’re back. Also, by the time the game has reached Multicellular or Aware stage, Godot will already have improved its 3D system.
LordLovat
(Thrivist Philosopher and Grey Jedi )
973
Thanks! I think I’ve read this before, it seems familiar. But I remember not having that clear in my head(which things were revolution!! and which were a new game)
Anyway, thanks man!
Sorry! I’m not an expert, it’s good to hear you don’t think it will be an issue.
Sure, but the gameplay is still 2D. Could it become a problem for later stages?
(Yes I was talking about the new Godot version.)
Thanks @blackjacksike! Probably won’t be here for long, just dropped in to check what was going on. I wish I could help directly to speed up development but I don’t have the skillset and am not going to be learning anytime soon.
Signed up for the Patreon though, that was the least I could do.
I’m going to say that it is unlikely that we’ll run into a show stopper bug with Godot in the future. And even if we do, I hope we can work with the Godot developers on either a bug fix or request any new feature that we can’t make without support from the engine.
LordLovat
(Thrivist Philosopher and Grey Jedi )
976
What the “cloud simulation minimum interval” and the “cloud resolution divisor” do, to be exact?
Like in how many parts the clouds are simulated?
The minimum simulation interval makes it so that the clouds are not updated every frame, as that takes a lot of CPU power. The resolution divisor is how low resolution the clouds are, by default the simulated resolution is halved.
So since when we evolve, new species branches out from us, does that mean we are playing as LUCA (Last Universal Common Ancestor)?
Underfish
(Humanity's earliest known ancestor)
979
You’re playing an evolution simulator that applies the same rules across its entire galaxy. You are LUCA, but only for your planet. Everything that can sense its environment will develop on an completely different scenario than the one you’re in. There is no common ancestor for all life in Thrive. They’re all rooted through the same molecules. You are but one sprout in the Forest of Life.
Side Note: Even if the audience doesn’t get the joke, you should at least make them fit into context
We currently don’t enough about LUCA. Also, there could have been many species before LUCA and that it was the only survivor of a cataclysm or natural selection. LUCA could differ from one world to another as the rules can change quite easily.
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LordLovat
(Thrivist Philosopher and Grey Jedi )
981
Thats why its the “Last Universal common ancestor”