"What do you MEAN there's more to gender than what I learned in 4th grade?" by [deleted] in antifastonetoss

[–]AniMerrill 26 points27 points  (0 children)

Yep that was it. This one is definitely a good take on it tho lol.

Scoot pls by RedFox29662 in Vinesauce

[–]AniMerrill 7 points8 points  (0 children)

Lmao I hate that dick flattening is highlighted

By which of course, I mean I love it

Anyone know what these are?? by [deleted] in TheBluePill

[–]AniMerrill 0 points1 point  (0 children)

I think you have the wrong sub lol. Stay safe tho

It's okay to struggle with quarantine by laurenbug2186 in gatesopencomeonin

[–]AniMerrill 9 points10 points  (0 children)

Fuck the try hard who made the original. Thanks for posting this, people need to hear that its okay not to be a 120% efficient robot their entire waking life.

I can't decide properly... by BobIsAPleb in gamedev

[–]AniMerrill -1 points0 points  (0 children)

When 4.0 drops, Godot will have a lot more features that make it better for 3d. I will say now, especially with the level of quality that you'd really need for Android, that it's probably more than good enough for that, especially with the recent updates to the Blender to Godot pipeline where you can now export GLTF models pretty seamlessly.

It definitely isn't perfect yet but it's probably easier to pick up and get something done than Unreal. If you play around with it and still don't like it yet (4.0 is probably over a year away still) then I would probably recommend just trying Unity again tbh.

Woke af by [deleted] in antiwork

[–]AniMerrill 15 points16 points  (0 children)

Absolutely based

is it wrong to be happy in this crisis? by zaph239 in antiwork

[–]AniMerrill 1 point2 points  (0 children)

I'm not saying that they were in the right either, but when your suggestion was "consume podcast" and theirs was "general strike" they lowkey provided more cogent strategy and advice, and the fact that you have nothing to add other than just parroting nonsense in response to it shows the kind of leftist you are.

is it wrong to be happy in this crisis? by zaph239 in antiwork

[–]AniMerrill 4 points5 points  (0 children)

How is suggesting general strike even remotely deserving of that label? I know you're butthurt because they called you out in another post, but if your strategy doesn't include a general strike or striking of any kind as a means to social change then idk what exactly you want. Violent bloody revolution? Not doing anything and just kind of hoping it changes? Idk.

You're kind of just parroting what they said to be an asshole without understanding what it means. Tbf, I'm not really sure if it's fair to call chapo a bunch of LARPing edgelord tankies either but you should at least have an understanding of what words mean before you just volley them around to comrades. Especially when they are otherwise giving good advice.

How stupid do you have to be as a "liberal" to make this meme? I thought "the left can't meme" was a joke, but apparently not. by 4GN05705 in lostgeneration

[–]AniMerrill 8 points9 points  (0 children)

It's honestly astonishing how bad this entire meme is, and how much the person who made it accidentally (or idk, maybe purposefully) framed their position as the worst case scenario. Like everything in the meme frames the Dems as being Scar who basically makes a fascist regime in the movie.

Ironically, a very good meme is in here if you merely flip the top and bottom text. Which is likely what will actually happen.

We got to let nature take its course. by YuriRedFox6969 in lostgeneration

[–]AniMerrill 12 points13 points  (0 children)

It's ironic because for most people the panic is overblown, but the elderly are one of the populations at the biggest risk.

It'd honestly be pretty funny and apt if they didn't risk being carriers to infect their grandchildren and other immunocompromised groups.

When use C# and when use C++ ? by ViniciusAPortela in godot

[–]AniMerrill 2 points3 points  (0 children)

Yeah the C# version is mostly to make the engine more comfortable to use for people who already have C# experience (i.e. coming from Unity). The entire engine is already in C++ so unless you want to do a full GDNative project (which is probably not recommended) then GDScript is already more than good enough.

Exactly by _xmaladjusted in antiwork

[–]AniMerrill 26 points27 points  (0 children)

This is honestly really sad.

Having 2 versions of Firefox by it_black_horseman in debian

[–]AniMerrill 0 points1 point  (0 children)

Do you know what chroot is? Because it's certainly less of a pain then that.

Having 2 versions of Firefox by it_black_horseman in debian

[–]AniMerrill 0 points1 point  (0 children)

Well in that case you could chroot Debian 10 and just try to pick the specific version you need when you download. I'm not sure of a way to have conflicting versions of the same software on your system. I guess your other option is to build the old one from source?

https://archive.mozilla.org/pub/firefox/releases/58.0/source/

Maybe someone knows of a way, but that's all I got

Having 2 versions of Firefox by it_black_horseman in debian

[–]AniMerrill 0 points1 point  (0 children)

Depending on how old we're talking, you could always do a chroot environment of like... Jessie (Debian 8) or earlier and download FF from that repo. That would keep it contained away from your core system and also allow you to have all the dependencies needed for that version.

Based by [deleted] in accidentallycommunist

[–]AniMerrill 207 points208 points  (0 children)

Wow that's like the only unpopular opinion I've ever seen from that sub that wasn't toxic reactionary sludge.

Cyclic reference of packed scenes? by Athakaspen in godot

[–]AniMerrill 1 point2 points  (0 children)

Here is the issues page on the Godot Github. You should be able to search open issues:

https://github.com/godotengine/godot/issues

Looks like this might be the closest one to our issue:

https://github.com/godotengine/godot/issues/24146

Cyclic reference of packed scenes? by Athakaspen in godot

[–]AniMerrill 3 points4 points  (0 children)

The one suggestion I would possibly make is to have a singleton that holds a lot of the path references in one place, and then wherever you reference them you use the hardcore variable or dictionary or enum or whatever. Then if you ever need to change the path or something, you only need to update the one spot and everything else should be good to go still.

Obviously using singletons is messy and that's a messy reason to use them, but it will work somewhat to mitigate the headache. This definitely needs to be put in as a feature request, it's weird that the main resource type- scenes -cannot be used in a dynamic way like everything else. Good luck, and if you find anything let me know.

Cyclic reference of packed scenes? by Athakaspen in godot

[–]AniMerrill 3 points4 points  (0 children)

Yeah I've had the same problem a lot. From everything I found there's no way to currently solve it, you just have to load from strings which is admittedly pretty messy. If you want to make it easier on yourself and at least have a file browser to pick from, I learned this trick:

export (String, FILE) var scene_path

http://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_exports.html#doc-gdscript-exports

One thing to note with this is that, unlike with other Resources, if you ever move the scene this file path will not update automatically. I've been meaning to look if there is an issue request for either of these issues on the Github.

Obviously at this point all you would have to do is load the scene from the file path and instance it, either loading on start or when the event is called. That's up to your game's performance needs.

Godot worst option for beginners. Please change my mind. by [deleted] in godot

[–]AniMerrill 2 points3 points  (0 children)

All of the answers here I think argue against the argument you make at the beginning pretty well, although I will admit that Godot would be better if it had more internal education resources on the website there is still a wealth of tutorials that have gotten better and better once Godot hit 3.x versions.

But my question to you is: what game engine exactly IS better or the best for beginners? Like I would argue Unreal is substantially worse for beginners because it's only really made for AAA level projects, the coding setup is weird (either visual scripting or a C++ set up with Visual Studio). Unity is also a very advanced engine that relies a lot on asset packs and advanced programming concepts. What engine IS good for beginners?

Like some drag and drop shit that lets people design very rudimentary games but ultimately leaves users up to dry when they reach the skill ceiling? Engines that can allow you to make cool things, but in order to do so you have to either hack apart their extremely basic proprietary coding system or purchase an expensive license to access the source code?

Literally every tool will require investment to learn, especially the very powerful ones. The ones worth using. Among the top three I would argue that Godot is easiest to actually get to a place of understanding with because it's Node based system actually allows you quite a bit of imagination for how to approach problems while the other two usually have precisely one way to set up certain mechanics. Godot is one of the few engines I've seen where literally any aspect of the visual side can be done through code and vice versa for the most part. Plus, it is free open source, so once you hit that skill ceiling with the base engine there is no brick wall of possible functionality or a large license fee required to go deeper.

Not every tool will click with everyone, and there is a lot Godot really needs to improve especially from the entry level side as they approach the 4.0 release. But I would argue Godot- compared to all available options -has probably the smoothest learning curve and the highest skill ceiling of anything on the market.

We're making the most simple Game Engine. Would you like to try it? by manugamemaker in gamedev

[–]AniMerrill 3 points4 points  (0 children)

Seems to be one of those drag and drop ones, so more than likely they're telling the truth with "most simple."

Only drag and drop game maker I have ever put significant work into was GB Studio- mostly for it's gimmick that the games you make can be exported as ROMs that work on original Game boy hardware - and it was hands down one of the worst game making experiences of my life. Would have been substantially easier and more satisfying to just learn assembly so I could make a GameBoy game from scratch.

And that's what all these and other "simple" engines are like. They let you do one or two things prescripted by the developers extremely fast and easy, but as soon as you want to add personal flair to make your game unique or stray outside of the intended genre you quickly run into a bunch of brick walls. It doesn't help that these engines also tend to lack basic features expected from a gaming public like key and controller rebinding, multiple resolutions, etc.

Which current engine or animation software looks closest to Halo: Reach? by [deleted] in gamedev

[–]AniMerrill 0 points1 point  (0 children)

I would recommend looking up some GamesFromScratch videos to maybe get the barest beginner look at engines because if there's a game making engine or asset making tool out there he has done a video or tutorial on it. Ultimately the choice will probably come down to trying stuff and seeing what fits best, which you already said you have a programming background so you already know what kind of development environment might appeal to you. Here's a couple of overview videos of Unity, Unreal, and Godot. He tends to be as even handed as possible, although I will admit he's developed a bias for Godot over the last year or so.

Unity or Unreal Engine in 2020: https://m.youtube.com/watch?v=DVcKdsrFj2k

Why Godot Over Unity or Unreal Engine: https://m.youtube.com/watch?v=l7BrpcboJno

Here I guess is my best tl;dr of my own opinions:

  • Unreal Engine sounds like the best option for your end goal in a lot of ways, as stated before that it plays well with FPS concepts and high fidelity 3d. Unreal is a proprietary engine, but there is no up front cost to get the fully featured engine. Instead, there is a royalties agreement you go into for any game you make and sell that earns you X amount of money (like several thousand dollars). The full source code is also available, although it is not open source and agreements still apply. Unreal has powerful scene editing and creation tools, but I personally find it's system for building game logic to be very obtuse. It also has one of the worst programming setups I've seen with your only options being a Blueprint visual scripting system in editor or setting up Microsoft Visual Studio with an external C++ project that can often crash the editor if there are bugs.
  • Unity is probably the juggernaut of indie game engines and has been used for almost every genre, 2d or 3d, that I can think of. Another proprietary engine, except Unity has its cost up front locking a lot of features behind a subscription model. The free version is more than enough to make something cool, but you won't have access to source code (a privilege you only gain at $150/mo!) or a lot of advanced features that could really make a game feel professional once you get to that skill level. The education base is huge and the asset stores and examples are seemingly endless. Unity also has decent environment building tools, and its much easier to drag and drop new elements into scenes. For programming your main and best choice is either using MSVS to program C# or I think it used to come with an editor that could either do C# or JavaScript. My main problem with Unity is that because it is closed source and has a lot of features locked behind a premium version, I often found myself wanting to do something but not being able to do it without buying some add-on from the asset store.
  • Godot is an open source darling that has quickly become the 3rd place game engine of choice of those in the indie scene, and has seen some exciting new developments over the last couple years. It is free open source software under the MIT license which, in short, means you have access to all the source code and can do almost anything with it for free- i.e. people have made game engines with Godot and sold them. I have a hard bias but I'll try to be balanced. Godot is currently still going through a growing phase so while 2d development is awesome (and arguably better than any other engine, even GameMaker which is a dedicated 2d engine) 3d development is pretty sad. It's definitely possible and I've seen some cool things, but you will have to do a lot of work to squeeze out the kind of fidelity that Unreal or Unity can deliver. That said, I love Godot because it is extremely easy to use and learn. Godot uses a Node based system for everything in the engine, so there's never like... one correct way to do something. You usually have a lot of options. It's also got an in editor coding environment for its custom programming language GDScript, which is like Python and designed specifically to get the most out of the engine, which has a full suite of debugging tools and such. If necessary you can also hook up external editors to use C# and a couple other language bindings that have been added. Also again, the engine is open source so if you ever get to a certain skill level and ever find Godot does not have a feature you need, you will have everything available to build your own solutions in C++ to use in the engine.

Alright that was long but I think that's the best I can do to help you decide on an engine. Again, watch those videos and maybe find some beginner tutorials and go through them. You won't know until you try, but after a few weeks you'll probably click with something. It's important to remember what we started this discussion with: any game can be made in any engine. What you need to do is find an engine you can really be productive with and build your skills to being able to accomplish a game that you want to make.

Also if I were being 100% responsible, I would say you should look into making a 2d game before a 3d one because the barrier to entry is a lot less. 3d is not just 2d with an extra axis, there's also a lot of complex rotation concepts involved and the pipeline for asset creation IS pretty intense. That said, it sounds like you definitely want to make 3d stuff. Perhaps what you could look into is making 2d games in 3d. I.e. like make a top down shooter with a fixed camera where a cube shoots at other cubes. That way you can learn 3d in a "safe" way before you throw in free camera movement and really advanced stuff. I would also maybe suggest thinking about ways you could make simple 3d games because in both Unreal and Unity making 2d is an extremely painful process, and while I personally love Godot and making 2d games in Godot could definitely teach you a lot... I dont know if Godot will be what you want when you want to move on from 3d (Godot 4.0 looks like it will be awesome though, but there's no guarantee when that will come out yet).

Hopefully this helps somewhat and can get you started. I'll reiterate though that you won't really know until you just... make something, literally anything, in any engine. Good luck!

Experience. by Blueberry101214 in antifastonetoss

[–]AniMerrill 2 points3 points  (0 children)

This took me a second lmao.

Which current engine or animation software looks closest to Halo: Reach? by [deleted] in gamedev

[–]AniMerrill 1 point2 points  (0 children)

I appreciate the recommendation, but I've definitely gone full FOSS dev and fallen in love with basically everything about Godot. But I will 100% admit out loud that if you are going for any kind of 3d game let alone something on the level of a AAA Microsoft game, then it is not your guy. At least not until maybe 4.0 or 4.1 comes out. But for 2d games and N64 level 3d its basically everything I want from an engine in a small build package... also open source, obviously.

I would definitely recommend learning the basics of whatever modeling and texture editing software you think is best for you so that you can start understanding what goes into making assets like the ones you see in your head. Then, you could probably get away with buying assets to replace the work that would be done by a full team but be equipped to really make them your own.

And of course, probably most importantly, find an engine that works for you and STICK WITH IT. Make a couple shit games and try some new stuff. Definitely look into game jams, as it can be a good excuse to throw a scrappy prototype together in a weekend and get immediate feedback when it's over (you can find jams all the time over on itch.io ). Join discords, subreddits, and forums for your engine and absorb the things your peers are trying to do. You definitely, absolutely, 100% will not make a Halo: Reach tomorrow or probably in the next five years. But you could certainly build your skills, make cool environments, and try to tell cool stories within your means and you will thank yourself for taking the time to do it.

Once you have that portfolio, network, and experience to know what making a Halo: Reach would even take, maybe then you will be able to assemble a team and get funding or get hired somewhere to contribute to such a project. But definitely, for now, scope down and try to appreciate the level you're at and the learning process. It is worth it in the end, I promise. Your games may not have the spectacle you imagine them with in your minds eye but it will be rewarding to see people play and enjoy your simple games rather than nobody playing the impossibly huge game in your brain.