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Raptor85 :gamedev: /
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2025-01-10 16:11:56
in reply to nevent1q…vqe9

Raptor85 :gamedev: on Nostr: nprofile1q…dj2mx nprofile1q…syhjs nprofile1q…fz2fj I would think that would be ...

nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpq4yqjkzqkgv4a27egvq5xmh2ravemytg9g5kldqeqfts92uvh90sqkdj2mx (nprofile…j2mx) nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpq98zte237xlaqc8gqfdrs0q8hdlqkz65k05t3mtgtnpj9cnn8hn5q0syhjs (nprofile…yhjs) nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpqksnyvrmmvyvdhm5vxxcsrruh0q3cwj9xv4l4wh0xrqqs4d0qh0pqkfz2fj (nprofile…z2fj) I would think that would be a very good test, I'm fairly confident already it's not a renderer issue (even If i dropped a few frames at 1000fps it shouldn't even be visible) but completely removing that is a good idea. Not sure how hard it would be in godot though but making a sort of "mouse calibration" test scene where you're locked in place and try to aim and move between a few dots could be interesting.
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