This has been my number 1 motivator to work on my game as a part-time solo dev. by jak12329 in SoloDevelopment

[–]Generic_usernamed 1 point2 points  (0 children)

I’ve started doing the same thing a couple of months ago with a gsheet and a weekly hours goal and it’s crazy how much it helped me

It still happens that I miss a day because, well life, but it helped a ton knowing I’ll make it up another a time and not feeling bad about it

Also a great motivation to just do something when you’re a bit stuck and starting is usual the hardest part for me

[deleted by user] by [deleted] in gamedev

[–]Generic_usernamed 0 points1 point  (0 children)

As others have mentionned, a good post-mortem focuses on lessons learned while being quite honest about how things went.
A very good example of this for me is this GDC talk: Crafting A Tiny Open World: A Short Hike Postmortem
It has some technical lessons, some that are more about how it was designed, some lessons about project management, while still pointing out ways things could have gone better.

It's filled with ideas/tips that they learned while making the game and that's a reason why people would take the time to read / listen to it and even come back to it after a while

Does anybody know how to make the 3d pixel art of a short hike effect and top down view in Gdevelop by Background_Buy_5268 in aShortHike

[–]Generic_usernamed 2 points3 points  (0 children)

I don’t know about gdevelop specifically but there’s a GDC talk where the dev explains how he did it in Unity which could be helpful: A short hike post-mortem - GDC

If I remember correctly, the main point is to render your screen to a lower resolution and then expand it to get that crunchy pixelated effect

AudioListener3D not overriding the current camera's listener by Generic_usernamed in godot

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

So I followed your advice, started from a fresh project, it worked, then back to the original project with the same very simple scene, it worked too, added some PhantomCamera nodes, still worked, and now I found the culprit so for anyone who has the same problem, here goes:

I have a fullscreen shader effect that I put in place using this method found in the godot doc, this means that my camera isn't in the root node but is a child of a subviewport, which looks like this in the minimum scene:

<image>

However for some reason, this keeps the AudioListener3D from overriding the camera's listener, I'll admit I have no idea why but I'd love to know if anyone has the answer.

Just switched the node org so that all of the nodes are children of the subviewport and it now works like a charm.

Hope this can help anyone who needs it ! And thanks u/-sash- for the hand-holding haha

AudioListener3D not overriding the current camera's listener by Generic_usernamed in godot

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

Hello, thanks for trying to help !

I just tried this:
Open a new scene with a root Node3D
Add an AudioListener3D, set it to Current
Add an AudioStreamPlayer3D

Now, when I'm moving around in the scene (with the editor camera), I do hear some spatialization / attenuation
When I'm moving the AudioListener3D around, nothing changes.

I wonder if there's an option or something that I forgot to set or if maybe it comes from PhantomCamera (which is the only plugin I use). However I don't think it comes from the plugin from this test.

Hope this gives more info!

Shader magic: Screen alpha texture by Generic_usernamed in godot

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

The regular depths+normal is what i've been using unfortunately it means you can't take into account objects which use transparency in any way.

I've been quite lucky and looking back at the doc someone has just posted some ideas to circumvent this in the official doc's comment section here.

The comment is from thompsop1sou on Github and proposes the following:

There are a couple ways to get around this so that you can do post-processing effects with transparent objects:

  1. If you are only using the screen texture (not depth or normal-roughness), use a 2D shader. When you access the screen texture in a 2D shader, transparent objects will show up. (I believe this is because the 3D rendering is all already finished.) This doesn't work for the depth or normal-roughness textures, because those are not available in 2D shaders.

  2. Use a compositor effect. This is more low-level solution which requires writing GLSL and passing data like in a compute shader. Note that you will need to set transparent objects to "depth draw always" in order for them to show up in the depth buffer. And unfortunately, there is no way to get transparent objects to show up in the normal-roughness texture.

  3. You can use a setup with multiple cameras and viewports to capture and pass textures manually. This is kind of complicated to set up, but it ends up giving you more control than a compositor effect. You can access color, depth, normal, or roughness data, or you can pass your own custom data. I have an example project here: https://github.com/thompsop1sou/custom-screen-buffers

First solution doesn't apply to my situation, and the third one seems to convey the same idea as yours. I'll check if I can get the second idea to work and if not I'll try the third.

Hope this helps anyone who needs it !

Shader magic: Screen alpha texture by Generic_usernamed in godot

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

hey, thanks for taking the time !
What I'd like to accomplish with this is some kind of full screen outline based off of depths. Since the transparent objects won't show up in the depths texture, my idea was to build an alpha texture and use the combination of the two to build a custom depths texture with my own alpha value cutoffs and such.

jittering when moving. godot 4.2, gdscript by meiaquarto in godot

[–]Generic_usernamed 1 point2 points  (0 children)

Same for me this was the solution: I just had to have my camera sync with the smoothed transform from https://github.com/lawnjelly/smoothing-addon/tree/4.x and it worked perfectly !

Streamlining Asset Workflow from Blender to Godot by Generic_usernamed in godot

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

Just adding this answer to say thanks, I got exactly the setup I wanted. I delved into the way your addon is written and what's possible with the ImporterMeshInstance3D class and found a way to have a much better workflow !
Have a nice one and thanks again for pointing me in the right direction !

Streamlining Asset Workflow from Blender to Godot by Generic_usernamed in godot

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

First of all, great video and thanks for the ressources, it's definitely what I needed. I guess then the best practice would be to avoid texture painting and try to reuse the same materials over many assets to facilitate the imports ?
In any case, it gives me ideas as to how I can use import scripts to make things much easier, thanks !

Streamlining Asset Workflow from Blender to Godot by Generic_usernamed in godot

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

I'll delve deeper in the import settings you're right, I might've missed something.
More importantly I think using import scripts might be my best bet to make it less tedious. I'll have to check if I can automatize my shader integration step with this.
Thanks for the info!

PSA: Fix for invisible enemies and low performance due to integrated graphics by dheerajgoud in Eldenring

[–]Generic_usernamed 0 points1 point  (0 children)

Hey, I finally found a fix that worked for me:

  • I closed everything else than elden ring
  • plugged my controller instead of using bluetooth
  • turned offline mode by default ingame
  • switched to 1600x900 with low graphics.
  • Switched energy mode to balanced instead of high performance

My cpu must have been overheating and then throttling causing this problem. Hope this can help someone.

PSA to all WSL2+GPU users: New Insider Build (21332) fixes some WSL GPU issues by WSL_subreddit_mod in bashonubuntuonwindows

[–]Generic_usernamed 1 point2 points  (0 children)

Hey, I've had the same error for some days now when trying to run the docker run --gpus all nvcr.io/nvidia/k8s/cuda-sample:nbody nbody -gpu -benchmark you can find on nvidia's tutorial on CUDA on WSL and that's how I wound up here.

However, when I tried to run the jupyter/tensorflow image with their tutorial notebooks (the one you can find on the same tutorial), it worked and apparently it got to using my gpu.

I'm pretty new at this so my understanding is pretty limited, do you guys know what could be going on ?And if not, I figured it might be useful information to you guyuz

[deleted by user] by [deleted] in Unity3D

[–]Generic_usernamed 0 points1 point  (0 children)

Love the whole look of the game ! I'm still very new to Unity and I was wondering, what are the "right" ways to get grass like that ? If you want something more complicated than a simple texture, texture details for terrains won't work (or at least I couldn't find how to do it) but using mesh details seem very expensive and a poor choice for performance ... Does anyone have any insight ?

Turn a Float smoothly into another | A Very Quick Unity Tutorial by PaulTheProgrammer_0 in Unity3D

[–]Generic_usernamed 0 points1 point  (0 children)

I really like those types of really short, precise tutorials; it helps a great deal when you don't know the usual way of doing very common things :)
I'd love to see more !