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Cake day: November 20th, 2024

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  • 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.





  • 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.






  • On the other hand: anything anti-consumer like this (like bricking game consoles) has potential to backfire in a myriad of ways when the inevitable exploits are found.

    Ransomware customers, target people you don’t like (perhaps even by employees), or simply brick devices to cause returns and/or drive up customer support costs, or just cause a scandal to tarnish the brand itself (or force recalls/end of sales in places that actually have consumer protections). EDIT: Also imagine a dealership where no truck can even be driven off the lot, especially if they all need something like the computer to be fixed/replaced.

    The closer to a real brick it is (rather than just a soft lockout), the more potential there is for disaster. Also it reinforces exactly the sentiment that’d cause people to look for said exploits.





  • Would be clearer if you gave an example.

    I’m guessing you mean VR painting. Or something similar like 3D sculpting (with some device setup that feels more immersive)?

    There’s also texture painting and vertex painting*, but those are only part of working on something 3D.

    * and no I don’t mean in the behind-the-scenes way it’s often used for some technical feature, I mean vertex color that is used for the final (likely low-poly) result. Like

    Spyro's 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

    I guess you could even mean mini/model painting (I say because you also posted this on the 3Dprinting community).


  • 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.


  • 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.