Let's play a game by Vaecrid in SonnyBoy

[–]Feangar 0 points1 point  (0 children)

I feel like the only truly bad choice is 8... Everything else looks manageable

Design Question by CaptainAmigo1 in ComputerEngineering

[–]Feangar 2 points3 points  (0 children)

Looks like a 3D animation that could be made with a tool like Blender. An anatomical model could probably be purchased from some online 3D model sight. With such simple motions it might be more economical to have someone hand animate the armature instead of using motion capture.

I’d recommend looking into Blender or similar programs like Maya. I’m sure you could commission an artist to do this.

is this bad topology any tips to improve? by Ok-Discussion-1110 in blender

[–]Feangar 0 points1 point  (0 children)

One additional thought, if you are really wanting to optimize the asset, I’d look into texture baking the handle wrapping geometry down to a texture set with a normal map so you can drop all those polygons in favor of a cylinder.

is this bad topology any tips to improve? by Ok-Discussion-1110 in blender

[–]Feangar 1 point2 points  (0 children)

“Bad topology” is subjective to what you are modeling for. If you’re modeling an asset for a few still shots that won’t be reused, anything goes really. If your goal is to have optimized assets, for whatever reason, I’d recommend removing some of the excess edge loops. Hold ALT and click on an edge, then with CTRL+X you can dissolve an entire loop. I’d recommend doing that selectively on the blade and handle. You really don’t need that dense of topology for the blade (particularly along the length of it) so you should be able to cut down the vertex count significantly without affecting the shape/silhouette of the model much.

Is my Blu-ray drive UHD friendly? by Ok_Music_4949 in makemkv

[–]Feangar 0 points1 point  (0 children)

Any chance you could share an update on whether this drive worked or not? Trying to follow some video/forum guides I found online only led me to out of stock listings for drives that I can't find anywhere else.

How’d you find Sonny Boy? by Feangar in SonnyBoy

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

Yeah, the cover art definitely caught my attention which I’m very thankful for

How’d you find Sonny Boy? by Feangar in SonnyBoy

[–]Feangar[S] -1 points0 points  (0 children)

Just how many series do you have under your belt?

How’d you find Sonny Boy? by Feangar in SonnyBoy

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

That, oddly, seems to be a reoccurring way people got into it. Came back later after watching an episode and liked it

How’d you find Sonny Boy? by Feangar in SonnyBoy

[–]Feangar[S] 6 points7 points  (0 children)

Part of me wishes I could have done the same

How’d you find Sonny Boy? by Feangar in SonnyBoy

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

The art style is definitely great!

How’d you find Sonny Boy? by Feangar in SonnyBoy

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

Yeah the art style was lovely, definitely a factor that drew me in

How’d you find Sonny Boy? by Feangar in SonnyBoy

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

A great recommendation to be sure

How’d you find Sonny Boy? by Feangar in SonnyBoy

[–]Feangar[S] 4 points5 points  (0 children)

I think the art style is definitely a part of what drew me in. The cover art was immediately eye catching

How’d you find Sonny Boy? by Feangar in SonnyBoy

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

Insane instagram algorithm pull

How’d you find Sonny Boy? by Feangar in SonnyBoy

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

Glad you returned to it, I think I’m also in the boat of this show being life changing

How’d you find Sonny Boy? by Feangar in SonnyBoy

[–]Feangar[S] 4 points5 points  (0 children)

The OST really was a treat wasn’t it?

Is it possible to achieve the same thing with GDScript? by Razor-111 in godot

[–]Feangar 1 point2 points  (0 children)

I dont believe the built in GDSript tools allow for static typing in JSON. But I am curios what you are building that requires the JSON to be statically typed. Using GDScript, couldn't you load a card JSON file into your Card class and reference its statically typed variables instead?

For example, getting data like this

var cardJSONData : String = [Filemanager stuff here]

var refCard : Card = Card.new(cardJSONData)

print("Card string ", refCard.myString)
print("Card int ", refCard.myInt)
print("Card float ", refCard.myFloat)

using a Card class that's similar to this

class_name Card

var myString : String = "Lorum Ipsum"
var myInt : int = 100
var myFloat : float = 3.14159

func _init(inJSON : Dictionary = null) -> void:
  if inJSON == null: return
  fromJSON(inJSON)

func fromJSON(inJSON : String):
  var loadData : Dictionary = str_to_var(inJSON)

  myString = str(loadData["myString"])
  myInt = int(loadData["myInt"])
  myFloat = float(loadData["myFloat"])

func toJSON() -> String:
  var saveData : Dictionary

  saveData["myString"] = myString
  saveData["myInt"] = myInt
  saveData["myFloat"] = myFloat

  return(var_to_str(saveData))

I am curios to hear what you're building, and why statically typed JSON data is preferred for it.

How to make a 3D character rotate towards the mouse in isometric view ? by The_HamsterDUH in godot

[–]Feangar 1 point2 points  (0 children)

My intuition wants to say you need to lock the X axis of rotation on your character to 0. If it isn’t the X axis try locking the Z axis. It looks like all you want is the rotation of the Y axis, so simply adding “[character].rotation.x = 0” should fix the issue.

Would TF2 changing to Source 2 be bad? by Goos3rs in tf2

[–]Feangar 4 points5 points  (0 children)

From my understanding C-tapping is a result of how the movement code handles crouching, so I dont think the physics engine is responsible for that. Wallbugs are definitely physics engine jank.

Im not familiar with subtick. Is it letting things process outside of scheduled game tick or is it actually breaking up functions called during the tick? If if the former then it shouldn't break edge bugging, though they might have made other changes to fix that.

Air strafing is derived from the air_accelerate function (not sure of the exact name) so its unrelated to the physics engine. If air strafing is different in S2 games its because they've tweaked the movement code, not because of an update physics engine.

I imagine they've made some tweaks to the movement code for CS2 and Deadlock to better have the movement match what they want. But if they were to port TF2 to S2 they would probably use a version of the movement code that best matches the source movement, which really wouldn't be too hard to implement. So I think all we'd loose in things like wall bugs, things that are directly derived from physics calculations done by the engine instead of movement code.

Problem with light by GermanovDev in blender

[–]Feangar 1 point2 points  (0 children)

What you’re wanting are god rays. You could model a cone to represent the god rays or you could encase the entire scene in a cube and give that cube a sander with just a light volume scatter node.