• 1 Post
  • 46 Comments
Joined 7 months ago
cake
Cake day: November 20th, 2024

help-circle
  • I have been tinkering with those settings recently. I really enjoy how powerful editing the environment is, though I was getting freezing (not just Godot itself)… I think caused by multi-window mode.

    I’m using untextured*+low-poly models though, so the advanced stuff is a bit hit-or-miss. Or maybe it just seems that way as small issues like light leaking are more prominent without textures.

    Also when self-shadows are ugly I’m not sure how you fix that (other than perhaps not making concave details) when creating models. Doesn’t seem like you can just disable shadows via material without also scripting the sun to hide when indoors (masking likely is the solution, but that is node config).

    * vertex colors, I was messing with a shader (altering normals) until I found that lambert_wrap is what I’m looking for to improve vertex shading. Also, fog is applied to unshaded (though you can also disable fog per-material)


  • A lot of different game styles could work with a single directional light, with different possible techniques (ceiling/background) for top-down and 1st/3rd-person.

    Though I think I found the best way:

    NORMAL = (vec3(NORMAL.x, 1.0, NORMAL.z));

    EDIT: Actually, diffuse_lambert_wrap is what I’m looking for. Although for more distinct shadows, the normal editing does look better than the other shading modes.

    old edit

    This helps make shadows look better (by reducing them) though is not quite perfect. The shadows_disabled render mode removes the ugly self-shadows (not other cast/diffuse shadows) but also means that objects won’t be dark from just pure darkness. Specifically my issue here is with directional light shadows, and even then it’s because it seems internal mesh can cast a shadow (the shadows are also uglier than floor shadows for some reason).

    Volumetric fog seems to tie it all together, working even on unshaded and seems to pair well with a lot of settings to give different aesthetic options. Really fun just iterating on settings (lights, environment, materials, shader) in my test scene with a simple gridmap. But my editor keeps crashing.

    I’m feeling a workflow here, and really liking the effort:results ratio. I have a fever dream of a scene and more ideas too.







  • it would be indistinguishable from standard racism….

    my money is on, fake as fuck and modded by actual white racists

    There’s a video by F.D Signifier (“Spike Lee tried to warn us…”) where he talks about contextual use:

    these communities did not turn a blind eye, or forget how these individuals behaved and how their actions hurt other black people.

    Thus within those communities, these minstrel actors-or moreover-black people that embody that minstrel aesthetic and ideology by trying to ingratiate themselves to white people at the expense of black people… were often forced to carry the names of these characters

    I’m not part of that community (nor do I even look at Reddit anymore) so you could be right, though.


  • When I tinkered with Raylib (diff bindings) instead of a game I made a (2D) polygon format+loader. Probably to a usable state, though clunky esp. w/2 polygon formats (fan vs. strip).

    I probably would get further with more experience, though also Godot w/bindings seems like a no-brainer (for editors, systems) considering it’s still pretty light compared to the Un- engines.

    (Not that I’m doing much with Godot either, viability and motivations are mismatched)


  • alarm-clock-applet allows custom commands. So put systemctl suspend into a timer, bingo.

    rtcwake to wake the computer up, for-better-or-worse the music will still be playing.

    Someone else mentioned android, VLC there does have a sleep timer (just to stop the music) I didn’t see an equivalent option in the desktop version (at a quick glance) though.

    In SMPlayer I do see the option ‘shut down computer’ as a sub-option for `close when finished playback’ (general options)



  • You know, I’m somewhat of a coding enthusiast myself.

    Difficult to think of projects that I want to do that are also viable for me now. I settled on Minesweeper (/a dragonsweeper-like) though I lost momentum as I got a bit hung up on how to implement it in a way that’d allow dynamic map sizes. I suppose I should just make it as simple as I can and then differentiate it later.

    Mostly been ignoring it though, instead making efforts to organize my room. Any personal growth is good, right?

    I would also like an excuse to make some polygonal art (2D or 3D) but I don’t have many ideas there either, and many ideas of which would probably be an insignificant amount of actual coding compared to animation.


  • You might want to check out Nim-lang (3 options for deep-learning, Arraymancer being the most popular and active) (also considering how much AI stuff is on Python, you can call Nim code from Python via Nimpy)

    I mostly just find it the most intuitive (for the performance/capability it offers) though, as in I haven’t done much (certainly not AI stuff) and can’t tell you if it’s the best for functional programming (other than that Nim takes inspiration from Lisp). Though I do see that some Nim users have said it’s not purely functional (it may be on you to make sure your code is) and that other options might be better if it’s a priority.


  • I think so, but that’s also has massive tradeoffs on its own. If I did that, it was probably mostly Robot w/Ser Junkan runs.

    I probably would prefer a mod that makes active items only show up in shops (or perhaps chosen selection/loot-table at the start or per-character). Also: have the RR leave junk when taking some items (not ammo).

    I do see one mod (Justice) to alter spawning which would probably help a bit (depending on the character, still not perfect early on). Plus I have other games to be bad at, some of them free (and slightly less frustrating).







  • Similar but slightly different reply to Kelly’s, not really responding to your comment on testing viability (though I don’t feel like this comment should be a top-level comment).

    It seems to me that at least for opt=size, it actually did improve performance (for a basic benchmark at least) somewhat for low cost compared to no flags. I’m sure this is not as fast as opt=speed, but I would call that more of a trade-off than a sacrifice especially when also considering compilation-time to get a measure of efficiency.

    At least that was my impression with Clang (which I was seeing size-optimized Clang giving decent performance but half the compilation time of default GCC). An efficient middle-ground.

    EDIT: Though this was also for code (via bindings) not Godot/exports themselves, so it could be different (though I’m not sure why unless a difference of defaults).


  • because every bloated 100gb game is a mix of a thousand different assets/executables/libraries

    Also needlessly uncompressed audio or poorly compressed video (that likely could instead be in-engine) particularly when multiple resolutions are needed. Sometimes one of these might be the bigger issue, particularly with remasters.

    @Gladaed I have less-than-stellar internet* (~6mb/s, shared with others), 20GB is definitely not a reasonable size for me. 100MiB is fine, but not negligible. Consider also storage space, particularly because users will run games from slower(->cheaper) drives when they deem games too big (which for me is already at 1GiB+, at least in terms of having a library because that adds up).

    * and I live in the US, not even in the woods! The price isn’t even great, either.



    As I see it, data size is an inverse multiplier for viability. The smaller a download is the more likely that users will be able to get and store it (long-term even) without issue. The difference between a day and an hour is huge, the difference between an hour and 5 minutes is still worthwhile (especially if this impacts household internet speed). Less than that (nearing instant download) is peak.

    Updates also make this difference larger.

    EDIT: A better way to say this is that this probably makes a lot of sense for small developers to do in stable releases at-very-least. Even then I could see picking-and-choosing for all sorts of different reasons. If this is part of an export script I could see it being practically free minus a slightly longer build time that is probably still in an acceptable range.