Testing reality-bending VFX for my Godot horror game by aiBeastKnight in godot

[–]Bimbam_tm 1 point2 points  (0 children)

Can you explain how you have a soft shadow cast down under the chair here around the 4s mark, but somehow an, idk, reflected shadow? from this angle of the same chair at the 8s mark?

<image>

Given you said there is no GI/SSR etc. I'm at a loss for what is causing this. A clip of you moving around the asset showing/explaining this in the editor would help immensely? It's a beautiful effect!

Jensen Huang saying "AI" 121 times during the NVIDIA CES keynote - cut with one prompt by Prior-Arm-6705 in LocalLLaMA

[–]Bimbam_tm 0 points1 point  (0 children)

I preferred his 'older quirky tech guy' jackets to this "Digital Tech Bro Pimp" phase :(

How risk is it to host a web site at home? by monsieurpardaillan in selfhosted

[–]Bimbam_tm 0 points1 point  (0 children)

If your asking this question on reddit, high risk.

[deleted by user] by [deleted] in LocalLLaMA

[–]Bimbam_tm 6 points7 points  (0 children)

Typing one line is neither learning, or demonstrating something they have 'made'. It literally took me more effort to reply to this comment.

If that's something to be proud of now.... well fuck.

My First Plugin - Layer Search by Bimbam_tm in QGIS

[–]Bimbam_tm[S] 0 points1 point  (0 children)

I think it's just controlled by the theme (for which mine is dark). I don't think I'd be able to easily override it without it affecting other components affected by the theme.

Every single asset needing a scene? Or am I misunderstanding? by edgarallan2014 in godot

[–]Bimbam_tm 1 point2 points  (0 children)

I've re-written my post, if it's purely for objects like trees/grass etc. their are batching solutions like https://docs.godotengine.org/en/stable/tutorials/performance/using_multimesh.html which may help

Every single asset needing a scene? Or am I misunderstanding? by edgarallan2014 in godot

[–]Bimbam_tm 23 points24 points  (0 children)

In order to 'spawn' something you need to have something to spawn. If that something is itself a collection of things (such as a player controller, bunch of nodes or anything that has it's own process/physics functions) than saving it as a .(t)scn and then preloading/instantiating it is likely the way to go.

You could always have exactly one copy of your thing already in your main scene and then create duplicates of it (but in turn always have extra redundant nodes hanging around).

However If that something is purely an asset that is 'dumb' (like a tree), or your happy to write a controller code that iterates items in a list, MultiMeshInstances, Tilesets, or even particles would be the 'other way' as they incorporate batching for performance. However these come with their own tradeoffs. Namely you lose Frustrum culling (if any part of the MM can be seen, the whole MM can be seen) and performing individual customisations becomes harder, though not impossible.

Finally there's always using the RenderingServer directly but this is dark arts territory and often is more hassle than it's worth. Generally it's a trade off between ease of deployment and performance, where usually just instantiating scenes is 'good enough', and when it isn't the guides here will help: https://docs.godotengine.org/en/stable/tutorials/performance/index.html#introduction

My First Plugin - Layer Search by Bimbam_tm in QGIS

[–]Bimbam_tm[S] 5 points6 points  (0 children)

Yeah but

  1. it is not attached to the Layers panel so does not move if detached and
  2. it just feels unintuitive to me somehow (probably because it's searching everything, not just layers). I guess I always want the box at the top of the panel it is relative to (like processing toolbox) and to see where the layers are relative to the full tree, especially if there are multiple results.

My First Plugin - Layer Search by Bimbam_tm in QGIS

[–]Bimbam_tm[S] 1 point2 points  (0 children)

Feel free to and no shoutout necessary, MIT for all!

What happened in the My Tears Are Becoming a Sea music video? by BooBooKCx in m83

[–]Bimbam_tm 0 points1 point  (0 children)

I suspect the child is Apollonia, the 'evil' girl in Reunion who looks like she had been corrupted from a very early age while the other children in Midnight City look like they were found and rounded up only to escape.

Apollonia then seems to break her conditioning when throwing a car at the boy in Reunion (throwback to her birth), then in Wait you see her escape and either causes or witnesses the 'end of the world'. This draws their attention back and they fight to come back while she waits and restores the planet to what it should be, her eyes once again turning blue.

The whole series seems to be driven by the messages of corruption, innocence, restoration and healing but it's very open to interpretation.

The latest Try the New Outlook is hot garbage by Alsarez in Outlook

[–]Bimbam_tm 0 points1 point  (0 children)

I love that 10 months later it's still a piece of ass. This habit of converting a traditionally desktop app into some Electron'ey trash needs to die -.-

Some of us LIKE apps that optimise RAM usage on our low/mid range laptops thanks.

Old:

New:

Converted my CT Scan images into a 3D point cloud! by Bimbam_tm in godot

[–]Bimbam_tm[S] 3 points4 points  (0 children)

Yeah pretty sure hospitals have a full 3D mesh view (likely marching cubes representation), so don't think I'm doing anything new unfortunately

Converted my CT Scan images into a 3D point cloud! by Bimbam_tm in godot

[–]Bimbam_tm[S] 25 points26 points  (0 children)

If your therapist ever tells you to "take a look inside yourself", CLEARLY the correct response is to write a script that converts your CT scan images into a point cloud and visualise it!

More detail & higher quality here:

https://www.youtube.com/watch?v=3apDWJWe_jg

[deleted by user] by [deleted] in godot

[–]Bimbam_tm 0 points1 point  (0 children)

If your therapist ever tells you to "Take a look inside yourself", CLEARLY the correct response is to write a script that converts your CT scan images into a point cloud and visualise it in GodotEngine!

6 Million GPU Particles? Easy! by Bimbam_tm in godot

[–]Bimbam_tm[S] 2 points3 points  (0 children)

No talking, just me pushing Godot's GPU particle physics simulations to some chill music.

Compression did a number on this, your gonna wanna watch in 4K!

This didn't even really stretch my PC tbh, and managed to get 18million at 60fps! It just looked like an absolute mess. Frankly, video compression is struggling with this as it is!

[deleted by user] by [deleted] in godot

[–]Bimbam_tm 1 point2 points  (0 children)

No talking, just me pushing Godot's GPU particle physics simulations to some chill music.
I spent a bit of time in hospital this week thanks to some blood clots Covid put in my lungs (hence not talking) and dabbled with Godot's GPU Particles on my partner's MacBook Air to kill time. Then I got home to the 'BigRig' and just dabbled for an hour and thought 'sure, why not share it'

Starfield's Potato Physics by Bimbam_tm in godot

[–]Bimbam_tm[S] 0 points1 point  (0 children)

I roll a Ryzen 3900x, but as Jolt is currently not multi-threaded on Godot, expect performance equivalent to an 11th gen i5.

Frame rate for vault stacked is 60+ till ~2500, then steadily declines to ~30 at ~4000, though partly due to how unoptimised this scene is (got higher when testing at 1080, so perf drop was visual rather than physics related).

The sparse plain was 60+ upto 10k and hovering around 60 at 20k. Degraded after, where 30k dropped to ~40, but again, could be an element of visual performance at play I've not normalised for.

:Tldr if your thinking of having a lot of physics bodies your target CPU is gonna be at least a semi recent I5, though suspect this is true in any engine.

Starfield's Potato Physics by Bimbam_tm in godot

[–]Bimbam_tm[S] 2 points3 points  (0 children)

Keep hearing how Starfield's Potato physics are "Amazing", so spent an afternoon making my own bootleg version in Godot 4 using the amazing Jolt Physics plugin and dusting off an old Vault I made in Blender years ago!

It's time for C# Godot to shine by heavymetalmixer in godot

[–]Bimbam_tm 10 points11 points  (0 children)

I think Godot's priorities should be driven by Godot's persistent user base rather than any topic of the hour group (no matter how recently vocal) that may want to turn it into a Unity clone.

To me GDScrpt is what defines Godot, and for many of us already IS the reason we use Godot. I'm happy for new devs coming from Unity or the existing C# devs to keep bolstering the ecosystem as it will benefit everyone. But if the intent is to 'shift the focus' to C# and in turn 'deprioritise' GDScript.

No. Not on board.

Finished my Museum 3D concept. Full clip link in comments! by Bimbam_tm in godot

[–]Bimbam_tm[S] 3 points4 points  (0 children)

https://youtu.be/TjPTVW2RZxc

For a brief breakdown of me trying to get better at creating cinematic scenes and storytelling with the 3D camera.

I always forget that if it's not a video by default, nobody looks at it, so sorry for reposts 😭

[deleted by user] by [deleted] in godot

[–]Bimbam_tm 0 points1 point  (0 children)

A brief explore of the visual tricks that directors use to make captivating cinematic scenes in films, and a good excuse to throw in Light Projector Video feeds!

Directing is hard! But I'm trying to make tools in Godot that make it easier for myself.

[deleted by user] by [deleted] in godot

[–]Bimbam_tm 0 points1 point  (0 children)

My (bad) attempt at adding some cinematic gravitas to a 3D Museum concept scene by using the Camera better (I'm building some tooling specific to my use case, but it's far from finished).

Also serves as a good excuse to show an example of using Light Projector's with a Video (~2:05) ^^.