what will happen next
ok it renders at all that's a good start
I did reduce it from 2012 to 1002 pawns
ok it runs at 2 FPS but that's higher than I expected tbh
and we do have batching for overridden surface materials so I think this is a success for now
can I profile a #renderdoc capture somehow
the menu options that look relevant are grayed out
frame time
135ms cpu
3ms gpu
help me budget this
oh it's actually 380ms cpu time
imagine if I can figure out how to make Godot run this faster
do bone transforms work differently than object transforms because this can't be right
am I multiplying my transforms in the wrong order
anyone know anything about skeletons please give me relevant or irrelevant information to my problem
nope that's more incorrect
I feel like this might be something
just gotta fix an axis mismatch or something
I need a second Ben Lubar so one of them can make the fucking video game while the other one does this
I describe my bad development style as "building a house from left to right"
like I've got a mental list of systems I might need and I'm going through and making sure the first wall of the house is completely done before I move on to any of the rest of the house
which is not how you build houses
there could be another Ben Lubar out there prototyping stuff and finding out whether it would even work while I slowly build a house like an inkjet printer
ok why are the legs upside down
the part that's fucking me up is that the logic for every bone is the same
so if the legs are upside down why isn't the torso and head upside down
now I need to figure out the art part of this
but efi is on vacation and goaty doesn't do 3D graphics as far as I know
basically what I need to do is make the actual textures for the mouse rather than the placeholders
but in order for that to work I need to semi-finalize the UV maps
and I'm not good at making UV maps that can be shared between different meshes which I think is what @efi wanted like a year ago when I started this project
the shirt is using warframe style textures
also there's special logic for whether to draw fur or transparency when the shirt doesn't cover part of the body that's contained within the mesh
ok maybe the skirt mesh needs some work because right now the bottom faces are attached to the bottom of the transparent part and not the forced-opaque part
also the top of the leg goes through the skirt a bit in the walking animation
and the sitting animation makes no sense with the skirt
can I create StreamedTexture2D resources at runtime
was it a bad idea to spawn 40401 NPCs to see how my rendering code works and probably fuck up the physics engine? probably