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Cake day: November 20th, 2024

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  • Also wouldn’t blender be better suited for vertex colored animations?

    I make the models in Blender. Animation itself could be done in either, but a mix of the two probably makes more sense (Blender for character animations, in-engine for more dynamic/combined stuff or scenes etc.).

    Blender-only would probably be fine if you can export to Blender Game Engine but I’m not sure it’s really a thing anymore. Godot has exports for multiple platforms (also obviously, interactivity). Though anything that could render a scene could work, Raylib or other frameworks/engines.

    I feel like in either case the point is lost though since it’ll have to be rasterized eventually.

    Not quite. The major point is that it’s being rendered on the user’s computer as-needed rather than the rasterized result being loaded for every pixel on the screen for every frame. The data difference can be huge, particularly as the frames/animations add up.

    The most “real” implementation also allows zooming and transformations whereas something like a runtime-rasterized SVG might have ugly pixellation if you do that (haven’t tested Godot’s new SVG oversampling) or even just from bezier conversion with too few points. So I prefer real minimal polygons over rasterized-solution SVGs.

    The 3D version of this isn’t even anything exotic. It’s just a 3D game without textures, using old techniques that actually still have some support thanks to being in the 3D formats. It’s an aesthetic choice that is also an optimization.


  • I miss Flash for vector reasons, both for animations and games. My internet is still slow enough to matter, especially with streaming speed/stability issues.

    WebGL is a thing but a bit of a mess, especially downloading. Ruffle or using Wick editor are options… but even Newgrounds doesn’t highlight this (unless you find it first and go to info page from there). I assume most animators just render their animations now.

    Have tinkered with vertex color (untextured) models in Godot, I see workflow possibilities there (also for 2D to a lesser extent) but good luck if it’s gotta be me. Some chunk of development is also different from the content it allows.








  • I feel it’s more true for Nim-lang. No dealing with pointers (it’s possible, just not a normal thing like int**, Nim has newer memory management options like arc/orc). There’s also stuff like for i in 0 .. 9 (and ranges like that have more options/uses too)**

    I mean I guess there is overlap (both languages have UFCS and interop). So it might come down to syntax or specific implementation. Though I imagine for those who like the braces style, there are other options to look at like Zig (or Rust, there is complexity but also popularity).

    I know there is some difficulty when it comes to a language being niche (at least when lacking knowledge), and that’s certainly my experience with Nim.

    * the asterisk is instead used for public+importable

    ** I guess D does have this as foreach (i; 0 .. 3), though not quite the same


  • Even in the deepest suburbs it’s not that hard to form community and connection with your neighbors.

    I get that it’s less “fun” to go out and make friends if you don’t got a riverwalk and cafes, but the most important ingredient is still there, which is other people you just need to step up and make things happen.

    A man in a suit (John Mulaney) on a stage with a blank/serious expression on his face. The words "Not unless everyone gets real cool about a bunch of stuff really quickly." are displayed.

    There are so many angles to why isolated people don’t “just go out and talk to people”, though I will spare the rant as I live in an area likely much less densely populated than a suburb so I’m not sure how well my experience would map to what you’re saying.

    Well, other than it’s a lot easier for some people than others due to many aspects (like the bit you mention about dogs will work better for someone who also has a dog) but those are already the sort of things that are the difference between someone with some sort of social life vs someone with none.









  • insomniac_lemon@lemmy.cafetomemes@lemmy.worldGraphics are now BANNED
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    2 months ago

    Look at how some of my examples are 2D, motion style is not really core to my point. Many variants of fixed-camera, top-down, sidescroller, even static/semi-static art are possible.

    I mean I guess if you make a cool skybox like that you’ll want players to be able to look at it somewhat freely. Is it specific to flying/camera speed or any 3rd-person game? 1st-person? Can settings help, or is this something that would not work with faster-paced games?

    I do see that less motion seems to help, one person said higher FOV+big display with distance (among other non-digital things)… though I don’t think I’ve ever had motion sickness from a game (though I think I do have some issue related to inner ear) so I can’t be sure.

    I know personally if I’m able to make anything, it’ll probably be on the smoother/simpler side. For example, I made a simple character controller and adding view bob never entered my mind. Probably no filters either.


  • insomniac_lemon@lemmy.cafetomemes@lemmy.worldGraphics are now BANNED
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    2 months ago

    Abandon widespread* texture use, return to polygons+vertex colors+in-engine cutscenes (and similar data-saving techniques like soundfonts).

    my examples (2D: created with Godot, 3D: created with Blender)

    A simplified polygonal scene, originally from Futurama scene that's styled like anime. Fry is saying "You and I are enemies now." while pointing at a jpegified Professor Farnsworth. Meta note: The scene was made in the Godot game engine.

    Peter Griffin in a polygonal art-style, saying "I find this... shallow and pedantic." with a smug face and touching his fingertips together.

    The entire scene is low-poly with colors defined using the mesh itself,  also the image is optimized for color to reduce data, resulting in dithering patterns. In a gray room with black and white triangle tiles, there are 6 badgers of various sizes standing and facing the viewer. Similarly, there are 5 eyes floating in the air one of which is not fully opaque. There is 1 banana on the floor.

    A low-poly, vertex color-only model of a tail-less gecko, pathetic-looking and purple under its eyes. The origin lines from the software Blender can be barely seen

    Animated eye

    This was using a feature that likely isn’t viable (for common use) due to performance.

    And for something not-by-me, see Spyro’s vertex color skyboxes.

    The Lofty Castle skybox from the original Spyro. A beautiful sky, with the bottom half being dark-ish purple space with small triangular stars, the top-half with a visible planet and another smaller planet/moon in a blue sky, with the middle of the sky being separated by a line of clouds with an orange/pink glow on the upper half


    * general normal maps are ok, but I didn’t have much luck beyond using generated noise for metal. I even tried some stuff with watercolor, maybe with better shaders it could work but untextured is easier.

    Or another example, any material you can just apply without alteration (for instance, make something look like wood) is alright too. Maybe UV mapping is not too bad, but extra per-model work is not ideal.