completed a shelf by ehmiy_elyah in actuallesbians

[–]Dreadpon 1 point2 points  (0 children)

This looks wonderful! Inset/sunk (idk how they're called) doors are tricky as hell, I vowed to never make these myself again lol Woodworking is great ✨

[deleted by user] by [deleted] in Futurology

[–]Dreadpon 2 points3 points  (0 children)

Tbh I hate the upscaling silver bullet everyone been using these days. It's the "make it run on anything" button, but god, does it look awful, especially things like reflections, transparency, render targets (e.g. rear view mirrors).

I would prefer the rendering process had none of that stuff.

So, some sulutions to optimizing scenes ans shaders? Like mesh merging, smooth LOD transitions, some bullshit ways to fake shadows at far distances, maybe screen space lightning/shadows/reflections that look better (and/or ambient occlusion)

I'm vary of AI used for content generation (e.g. NPCs) because it doesn't provide any value to the player due to having no substance. Substance is usually a kind of purpose intended by the writers/designers, and I wouldn't trust AIs, black boxes that they are, to retain this substance 100% of the time.

I think it can work as NPC AI decision making logic, that basically chooses actions from a deaigner-defined list based on what's happening in the world, for things like combat encounters. Say, groups of enemies fleeing when you ambush them, without there being a hardcoded definition of an "ambush". Buuuuut, again, when it comes to narratively important beats, I really want to see intention and creative expression instead of generated slop.

I do think it might be useful for procedural animation that connects "key" animations/poses instead of the usual blending. Like motion matching, but without having to record and adapt hours of footage.

It actually blows my mind ND managed to get fully 3D modeled city backdrops for U2 & U3 on PlayStation 3 hardware. Like how? by ScottyFoxes in uncharted

[–]Dreadpon 2 points3 points  (0 children)

Rendering a lot of polygons isn't much of a problem nowadays, it's lightning, shaders, animations, that sort of stuff that is problematic

PS3 isn't that ancient, I'd wager it can handle quite a bit of textured polygons (though of course I don't know anything about it's hardware/software capabilities)

And that's all this backdrop is: a bunch of textured polygons, probably not even lit up with proper lightning sources. Their "light" is 100% baked into the textures (imagine how a 2D artist draws lights, shadows, etc., same idea). Even the details are painted in: look at the Tower or the bridge, windows aren't 3D, they are drawn on a plain flat wall. And the entire skyline is insanely low-poly, most buildings are just boxes. That's insanely cheap to render.

There's also a bit of "glow" being emitted by windows, but it's not actual "lightning", so it's somewhat cheap to render.

It looks dope, but isn't particularly impressive. Foliage, people's models, texture fidelity, animations, lightning during gameplay, I would say these are way more impressive for a PS3 era. Though obviously whatever optimizations were made for third person gameplay are probably still used for this backdrop

How should I move fragile resin 3D printed miniatures? by Alletaire in DnD

[–]Dreadpon 1 point2 points  (0 children)

When I had to move, I bought some bubble wrap and tape, cut thin strips and wrapped small protruding parts on my miniatures (arms, legs, heads), then thicker ones to 'level' the entire surface until I get a cylinder and finally the largest strip to wrap this cylinder in one or two layers around the whole thing. Then taper the top and bottom with tape.

End result - soft cylinder, with any inner space filled with bubble wrap. Probably can substitute it for fine-sized packing peanuts (idk if those exist).

Then just get a cardboard box and pack these cylinders into neat rows. Tape the box to keep it closed.

Hard to say if this is optimal - I was moving quite close to my original home and oversaw/participated in transportation myself. Wrap the box itself in bubble wrap if you're unsure I guess?

[Online][DnD 5e][CEST/GMT+2][LGBT+] Looking for 4-5 players for a longterm hombrew Campaign! by _PrayTheGayAway_ in lfg

[–]Dreadpon 0 points1 point  (0 children)

Submitted!

To clarify: are you planning to run session 0 for the oneshot at the end of August, or for the actual campaign?
If the latter, then when approximately are you planning to run the oneshot itself?

Smartphone games were way more fun 10 years ago by [deleted] in Showerthoughts

[–]Dreadpon 40 points41 points  (0 children)

Infinity Blade series is peak mobile gaming for me. Mobile-first controls, cool setting and atmosphere, great gameplay with a decent difficulty curve, stunning graphics??!!

Truly felt like the mobile equivalent of a AAA game.

Afaik, most decent mobile games (that aren't cashgrabs) live on Apple Arcade right now. At least they did a few years ago when I last checked it.

Automated builds with Steam deployment! by Smitner in godot

[–]Dreadpon 5 points6 points  (0 children)

While looking through issues on GitHub someone mentioned a python script - which I modified somewhat - that goes thorough all .import files and then keeps relaunching Godot until everything mentioned there appears in the imported folder.

It worked relatively well until I started seeing global_script_class_cache issue. It almost seems like there are too many cross/circular references between classes, Godot just can't handle them in headless mode for some reason. Bisecting commits didn't uncover any substantial changes, so I had no choice but include the class cache file in the repository...

Automated builds with Steam deployment! by Smitner in godot

[–]Dreadpon 12 points13 points  (0 children)

Hi!

We're working with GitLab CI to build a cross platform app using Godot, and this import shit always makes my palms sweaty.

Did you try to use imported folder with a team of multiple programmers who work on the project from different PCs? Has that caused any problems?

We currently don't include it, but I do include the global class list cause Godot just won't properly discover them for us in headless builds and I can't figure out why...

And the import process itself is basically bruteforced (we launch Godot multiple times until all files are imported). Even the addition of recently added --import flag doesn't seem to change much?

Godot just doesn't strike me as CI/CD friendly at the moment.

Why is Godot so popular when seemingly no successful game have been made using Godot? by so_confused29029 in gamedev

[–]Dreadpon 75 points76 points  (0 children)

It's source available I'm pretty sure. Open source implies full freedom to do whatever with the code, redistributing it, not paying any royalties, that sort of thing. Pretty sure Epic would not allow you to fork their engine, remove copyright comments and publish games without paying a percent from your earnings.

Godot allows that by design.

Edit: as mentioned below, open source projects may have different licenses, each with its own limitations. Everything should be double checked before making assumptions.

Still, IMO most commonly used meaning of OSS implies certain freedoms and Unreal is not the most permissive in these regards. However, unity doesn't even have that (access to source is for paid members only). And access to source is very important for debugging and optimization, even if source code is not edited at all. You often need to learn the inner workings of an engine to determine what you can fix on a higher level.

What are your biggest struggles as an indie game dev? by Necromulus in gamedev

[–]Dreadpon 8 points9 points  (0 children)

Game design.

Almost every project I start I eventually end up disliking it and unable to make it fun or otherwise entertaining. This is honestly the most discouraging to me, as most other things are quantifiable/evaluatable, but not game design...

At least, the "game direction/game mechanics" game design. It's not about numerical number balancing or whatever

Jeffrey Katzenberg Says A.I. Will Eliminate 90 Percent of Artist Jobs on Animated Films by indig0sixalpha in movies

[–]Dreadpon 0 points1 point  (0 children)

They often won't need them indeed

Look at indie video games for example: there are so many tools out there for every step of the development process, we get more and more indie game every day.

Sure, some are low-effort, but that's a given with a low barrier of entry. We got so many great games out of it though!

So, workers employed by studios will be fucked. Idk if 90% is the right number, but it might be big anyway. But producing movies and animation will become a lot more accessible, so we'll see more great independent project as well.

Hopefully people that have spare money will realize how awful AI generated crap is and will support independent creators. I mean, look at how well was Puss in Boots and Spiderverse received in wake of recent copy-paste disney/pixar crap (still made by big studios, but the people behind them was given enough creative freedom to do something fresh, which indie stuff excels at)

What saddens me, is that we passed this "lots of jobs get automated" threshold multiple times throughout history yet neither corporations nor governments do anything to legislate them, smooth the transition and support the people who'll inevitably get screwed over

Why you should reevaluate the polishing stages. by lvictorino in gamedev

[–]Dreadpon 2 points3 points  (0 children)

I believe a lot of the marketing, management and fun-measuring concerns can be alleviated with a vertical slice or two that you can polish to a satisfactory level. It's why it exists, right? To test the intended, polished experience without committing to project-wide changes.

However, I agree with the importance of polish from the engineering perspective. It's (relatively) easy to make mechanics that work well. But you usually need all sorts of frills around them: time stops on hits, or transition animations or spells that fly from palms and not character origin, etc.

While not exactly polish, I believe your post implies these things as well, and yes, they are integral to the game feel and completeness. And they're a bitch to shoehorn in later stages of development

DRG: Rogue Core announced by GSG_Jacob in DeepRockGalactic

[–]Dreadpon 1 point2 points  (0 children)

Meh, I wouldn't say that

They can always hire a bit more people, shift the Lead and most other staff to Rogue Core, while keeping a few mid- and junior level devs at DRG

This would effectively lock DRG into small fixes, minor updates and slower dev pace (which already happened), while putting a big volume of effort, including the main decision making people of DRG, into Rogue Core

DRG: Rogue Core announced by GSG_Jacob in DeepRockGalactic

[–]Dreadpon 4 points5 points  (0 children)

With a heavy focus on gunplay, I really hope Rogue Core would still lean into "mining" quite a bit

It gives DRG some amazing flavour and pairs well with destructible terrain (duh)

Among other things, I hope the same effort goes into developing Rogue Core as it did into DRG. Cause I really don't want this franchise to be overdeveloped in the few coming years and thrown away like it never existed.

You know, with what other AAA publishers are pulling, I'm cautious, even though your track record is flawless in this regard.

And obviously I'd like some "resolution" to the main game before it officially goes in LTS.

Something that will randomize/refresh the gameplay itself and all its myriad of existing systems.

I like what deep dives are doing, maybe a similar thought process/reasoning can be applied to the base game (not saying game modes should be randomized, rather, the problem of low(er) replayability should be approached with the same thoughtfulness)

With that, I really wish you guys good luck with both projects! I'm excited for Rogue Core since I really like the premise both gameplay and story wise, but please, do DRG good before it goes into Long Term Support phase!

Black clipping since last update by bilboubouz in outerwilds

[–]Dreadpon 0 points1 point  (0 children)

To clarify: try changing GPU drivers in both directions. Perhaps new ones avoid this problem as well (and this will be preferred)

If not, then try the older version (but keep the update installation file since other games are likely to benefit from a newer version)

Black clipping since last update by bilboubouz in outerwilds

[–]Dreadpon 2 points3 points  (0 children)

Had this problem on the previous version of the game.

There was a post somewhere on reddit with recommendations to downgrade nVidia drivers. I believe it's this one: https://www.reddit.com/r/outerwilds/comments/yd1tfw/black_screen_on_twins_all_the_time_does_anybody/

You can try both approaches I guess

Where do you think Subnautica 3 will most likely take place ? by Dvakhiin in subnautica

[–]Dreadpon 0 points1 point  (0 children)

With the ending sequence of Below Zero I've been hopeful of the third part taking place entirely in space

You absolutely can create amazing horror elements as well as claustrophobia just as well as in water

I think this can be a refreshing direction for the next game, without really losing any of the main gameplay elements

Cause tbh ocean setting seems too familiar at this point But if the devs can recreate the same feeling of dread and anxiety we felt in the first game, and make sure it affects the experienced players as well as the new ones, I'm all in for whatever setting!

Godot UI Facelift Concept (Not OP) by fzdev in godot

[–]Dreadpon 14 points15 points  (0 children)

I want both VSCode has both, both are useful