• 7 Posts
  • 9 Comments
Joined 1 year ago
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Cake day: June 23rd, 2023

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  • UPDATE

    I posted this before testing out an older version of godot and it seems to work just great! But as in the github issue, that is because of changes with how the protocols worked and what headers are sent!

    Here is the code for use in Godot 3.1.1:

    extends Node
    
    var _client = WebSocketClient.new()
    
    func _ready():
    	print("connecting...")
    	_client.connect("connection_closed", self, "ws_closed")
    	_client.connect("connection_error", self, "ws_connection_error")
    	_client.connect("connection_established", self, "ws_connection_established")
    	_client.connect("server_close_request", self, "ws_close_request")
    	_client.connect_to_url("wss://ws.revolt.chat/?version=1&format=json&token={token}")
    
    func ws_closed(clean):
    	if !clean:
    		print("websocket closed")
    	else:
    		print("websocket closed cleanly")
    
    func ws_connection_error():
    	print("websocket connection failed")
    
    func ws_connection_established(protocol):
    	print("we're connected using protocol: ", protocol)
    
    func ws_close_request(code, reason):
    	print("closed with code: ", code, " and reason: ", reason)
    
    func _process(delta):
    	if _client.get_connection_status() == WebSocketClient.CONNECTION_DISCONNECTED:
    		return
    	print(_client.get_peer(1).get_packet().get_string_from_utf8())
    	_client.poll()
    


  • UPDATES

    For this new chunking, each chunk gets a spatial for each of its terrain texture multimeshes. It is also functioning properly now. It simply counts up to the amount of necessary chunk_size points then starts a new chunk.

    A chunking system that is actually good | better chunks 2b091f189e

    Each texture now has its own multimesh | terrain is now textured + generate texturedata d03de637eb

    Quickly set the size of each terrain node/point | cleanup and point size 2bff7a7cde