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lunco-sim's Issues

Godot Crashes when setting up the project

version: Godot 3.5 stable

Steps to replicate:

  1. Install Godot 3.25 stable and set path
  2. Install wget
  3. Clone this repo
  4. Install https://github.com/LunCoSim/godot-package-manage
  5. Go to "game" folder and open "project.godot"

GoDot crashes with this error:

================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v3.5.stable.official (991bb6ac74ac8c09d7683041b50a8ced3a2defb1)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] 1 libsystem_platform.dylib 0x00007ff814a99dfd _sigtramp + 29
[2] 2 ??? 0x0000000500000000 0x0 + 21474836480
[3] HashMap<int, Color, HashMapHasherDefault, HashMapComparatorDefault, (unsigned char)3, (unsigned char)8> collect_all(Vector<VertexData > const, HashMap<int, Color, HashMapHasherDefault, HashMapComparatorDefault, (unsigned char)3, (unsigned char)8>)
[4] FBXDocParser::Connection::Compare(FBXDocParser::Connection const) const
[5] EditorSpatialGizmo::get_plugin() const
[6] EditorLineEditFileChooser::get_file_dialog()
[7] EditorLineEditFileChooser::get_file_dialog()
[8] EditorLineEditFileChooser::get_file_dialog()
[9] EditorLineEditFileChooser::get_file_dialog()
[10] EditorLineEditFileChooser::get_file_dialog()
[11] Object::get_instance_id() const
[12] Node::get_physics_interpolation_mode() const
[13] Node::get_physics_interpolation_mode() const
[14] DirAccess* DirAccess::_create_builtin()
[15] DefaultAllocator::alloc(unsigned long)
[16] DirAccess* DirAccess::_create_builtin()
[17] 17 dyld 0x000000011a2a152e start + 462
-- END OF BACKTRACE --

Screenshot 2022-08-14 at 17 20 15

Content manager/downloader

There are tons of binary assets. Now the are stored in a separate repo using git lfs.
It would be cool to have a tool that would allow to manage it differently, e.g. download assets from url when LunCo is running, opening path for user generated content and integration with different storages, including IPFS-based.

Proper visualisation of solar system for multiplayer

That's a pretty tricky part, as if players are far away origin shifting on server wont work.

It implies that the simulation is far more complex -> Universe physical state and it's visual representation must be separated, resulting in:

  1. Physical universe simulation -> done on server, e.g. Sun/Earth/Moon positions. Open question how to handle physics with such approach e.g. for maps? Seems like a lot of low level physics server control
  2. Visual representation -> build on client and uses all the hacks e.g.
  3. UI -> also build on client

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