• 8 Posts
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Joined 1 year ago
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Cake day: June 18th, 2023

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  • That’s what I meant by bundling an environment. You would have to set up a complete (virtual) python environment for the target platform, probably ARM64. Ship all these files with your application and unpack them to a temporary directory when you run it, execute them from there.

    But honestly, it’s probably easier to A) just write the whole thing in Python or B) interface with the relevant APIs directly from Godot, dropping the middle man.








  • As other commenters have said, the proper way of achieving this would be to set the materials of all relevant objects (i.e. those that should be occluded and the occluder) to transparent, which puts them in the transparency render pipeline which renders transparent objects in a back-to-front order. If you want your object to always be “on top”, you can set its sorting offset (in the VisualInstance3D group) to a high value. I’ve made a quick demo video illustrating what I am talking about:

    (If the embed doesn’t work, the url is https://files.catbox.moe/b3zyiu.webm )

    Edit: A “separate” layer, as you asked, could be achieved by doing what @bruce965@lemmy.ml suggested, although I’m not sure whether getting camera moves and lighting to match when drawing to different viewports is feasible.



  • I’ve spent quite some time setting up KVM with GPU passthrough and modifying qemu and my kernel as to circumvent VM detection of anti cheat software. While it worked in principle, overhead from virtualization and reduced core count meant that some resource-heavy games ran extremely poorly (while they would have run just fine without virtualization).