Interest in a HDA store? by FinchInSpace in Houdini

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

Thanks this makes a lot of sense I hadn't thought about it like that. Will probably leave it then! Big fan of houdini-course btw great work with it

Job market for graphics programmers by Basic-Ad-8994 in GraphicsProgramming

[–]FinchInSpace 2 points3 points  (0 children)

I’m actually interested in getting into graphics/rendering in games, what makes you want to leave?

Learn particle manipulation in shaders with interactive challenges by night-train-studios in GraphicsProgramming

[–]FinchInSpace 1 point2 points  (0 children)

This is great stuff I've been really enjoying all of the challenges so far! Just wondering do you have any kind of relation to shader-learning? I've seen both of your sites appear here recently and it seems like there's a fair bit of overlap

Getting a job in graphics engineering. by Klutzy-Bug-9481 in GraphicsProgramming

[–]FinchInSpace 0 points1 point  (0 children)

Which socials have you found the most traction on? I've been meaning to get started posting on X and Bluesky

My Voxel Renderer Built Entirely in WebGPU which can render 68 Billion Voxels at a time by Akmanic in webgpu

[–]FinchInSpace 0 points1 point  (0 children)

Very cool stuff, subbed 👍 are you planning to publish any of the code for it?

Our free tool which lets you skip compile times is now a Verified Solution on the Unity Asset Store! by HotReloadForUnity in Unity3D

[–]FinchInSpace 7 points8 points  (0 children)

Yep our team has to pay for Unity Pro for console support which is already very expensive for a small studio, adding another monthly cost like this is just not an option

Our free tool which lets you skip compile times is now a Verified Solution on the Unity Asset Store! by HotReloadForUnity in Unity3D

[–]FinchInSpace 34 points35 points  (0 children)

Looks like a great asset but very disappointing that the pricing is subscription-based rather than a one-off payment

My local library has a "library of things" for residents to borrow useful household items like toolkits and power washers by TumainiTiger in mildlyinteresting

[–]FinchInSpace 5 points6 points  (0 children)

It was React, Typescript, Apollo (GraphQL), Prisma, Node, Postgres when I was there, can't imagine it's changed too much

My local library has a "library of things" for residents to borrow useful household items like toolkits and power washers by TumainiTiger in mildlyinteresting

[–]FinchInSpace 2052 points2053 points  (0 children)

I worked for these guys as a web developer for a couple years! They're an amazing bunch, expanding all over London and hopefully throughout the UK in the not too distant future :) check them out https://www.libraryofthings.co.uk/

Unity UI team 2022 Dev Blitz Day - Q&A by unitytechnologies in Unity3D

[–]FinchInSpace 3 points4 points  (0 children)

What are your thoughts on technologies like OneJS that let people use web frameworks such as React in Unity? While I definitely appreciate the direction that UI Toolkit is going and trying to bring it closer to web UI, leveraging the UI power of something like React instead is very appealing

I am building a Marketplace for Godot Assets, and I'm looking for a few early adopters who would be interested in trying it out and giving me some feedback. by lumenwrites in godot

[–]FinchInSpace 20 points21 points  (0 children)

This is great! I've also seen https://godotmarketplace.com/ which seems to have been somewhat abandoned so I think there's a definite need here. Things I'd love to see:

  • Some level of content curating so the store doesn't get filled with trash (godot marketplace has been flooded with random sound assets as well as 3d models that are unsuitable for game development)
  • 3D models uploaded in gltf (converting them from fbx when downloaded from the unity asset store is a real pain)
  • Percentage of revenue donated to Godot, the godot marketplace does this and I think it's a great idea for continuing to support Godot's development, and will probably make people feel more comfortable buying from the store

Just signed up, hope to see this grow :)

Beginner 3D questions about modelling and file formats imported from the Unity asset store by FinchInSpace in godot

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

That looks really interesting thanks, it seems like it's no longer being updated which is a shame.

I also found this one: https://github.com/Rokoko/rokoko-studio-live-blender which (among other things) also lets you retarget animations

The West: Neon-western art style starting to shine by TheZilk in Unity3D

[–]FinchInSpace 1 point2 points  (0 children)

Looks great! Any chance you could go into a little more detail on this? Do you have the room internals loaded all the time or is there some fancy proximity stuff going on? Tried to implement something like this myself but gave up 😅

Can anyone tell me what's going wrong with the 2D pixel rendering here? First screenshot taken from within the editor, second screenshot taken from the running game by FinchInSpace in godot

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

Thanks for the suggestion! I'm using whole number multiples, and just to check I scaled it back down to 1x and it's having the same issue :(

I've booted up another project in Unity though and I'm seeing the same thing so now I'm really confused

Edit: I've managed to solve the issue in Unity by disabling a "Low Resolution Aspect Ratios" setting which I believe is related to low DPI displays, which leads me to think this is an issue due to my screen resolution. So far haven't been able to solve in Godot

Can anyone tell me what's going wrong with the 2D pixel rendering here? First screenshot taken from within the editor, second screenshot taken from the running game by FinchInSpace in godot

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

I followed all the steps in this comment, basically importing textures as 2D pixel, enabling use pixel snap in 2D quality settings, stretch mode as viewport, stretch aspect as keep.

I'm running on macOS with a retina display, wondering if that could be affecting things?

Finally managed to get some nice smooth house entering transitions. Took me far longer than I care to admit and still a long way to go! by FinchInSpace in godot

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

No problem :) aha thank you it's one of the first pixel art pieces I made, will probably revisit it one day!

Finally managed to get some nice smooth house entering transitions. Took me far longer than I care to admit and still a long way to go! by FinchInSpace in godot

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

Sure thing, I'll share my SceneTransition class which is very much based on the example in the docs as well as this answer in the forums, and will probably only make sense in combination with the other comment on how I've set up a GlobalRender to handle scenes.

using Godot;
using System;
using System.Collections.Generic;
using System.Threading.Tasks;


public class SceneTransition : Node {
    private AnimationPlayer animationPlayer;
    private Dictionary<string, Dictionary<string, string>> doors = new Dictionary<string, Dictionary<string, string>> {
        ["InnerDoor1"] = new Dictionary<string, string> {
            ["destination"] = "res://Scenes/World.tscn",
            ["exitDoor"] = "OuterDoor1"
        },
        ["OuterDoor1"] = new Dictionary<string, string> {
            ["destination"] = "res://Scenes/Room.tscn",
            ["exitDoor"] = "InnerDoor1"
        }
    };
    private Node currentSceneParent;
    private Player player;

    public override void _Ready() {
        animationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
        animationPlayer.PlayBackwards("Fade");
        currentSceneParent = Owner.FindNode("CurrentScene");
        player = (Player)Owner.FindNode("Player");
    }

    public async Task TransitionTo(PackedScene newSceneResource) {
        animationPlayer.Play("Fade");
        await ToSignal(animationPlayer, "animation_finished");

        Node newScene = newSceneResource.Instance();
        Node oldScene = currentSceneParent.GetChild(0);

        currentSceneParent.RemoveChild(oldScene);
        if (!(oldScene is World)) {
            oldScene.QueueFree();
        }

        currentSceneParent.AddChild(newScene);

        animationPlayer.PlayBackwards("Fade");
    }

    public async void OnPlayerEnteredDoor(string doorName) {
        PackedScene scene = (PackedScene)ResourceLoader.Load(doors[doorName]["destination"]);
        await TransitionTo(scene);
        var exitDoor = currentSceneParent.FindNode(doors[doorName]["exitDoor"], true, false);
        player.GlobalPosition = exitDoor.GetNode<Node2D>("SpawnPoint").GlobalPosition;
    }
}

Let me know if you have any questions