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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)AN

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2 yr. ago
  • What you are referring to are androids custom tabs. It's an android feature where an app can request an "in-app" browser window from the systems default browser. The system also allows the app to specify some customizations like the color of the action bar and I think its possible to add some buttons as well.

    Firefox supports this feature and many apps give you an option to turn it off, but it's up to the app opening the links.

  • It depends on how you want to store your data. Every OS has a standard for where applications should store their data. You should store your data at the appropriate path. If you have structured data against which you want to run queries you could use a sqlite DB (the sqlx crate supports sqlite) instead of just a bunch of config files.

  • I have built my own launcher that consists of two rows of apps on the bottom of the screen which are auto populated with my most used apps. Additional there is a "swipe down to search" view for all other apps. Nothing else.

  • Regarding 3d models, you can:

    • use spheres and cubes as placeholders, there is no need to create 3d models as long as you don't have a game yet.
    • you can download models for free from various websites
    • you can make your own 3d models with blender ( If you don't know how to do that yet, you will have to spend some time learning about blender first. Checkout blenderguru)

    Since you ask for the easiest solution, just use CSGMeshes for your maze and a cube or sphere mesh for your enemies.

  • Where is the definition of your signal? Would be best to compare that with your usage-site.

    Also, in Godot 4 you don't have to reference signals as strings, they exist as properties on your class. You should be able to reference the signal as i.e. TilemapMovement.movement_finished.connect(...)