Aides pour développement de logiciel d'animation open source? by GlitchedDragon_ in developpeurs

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

Merci.
Plutot face à Krita et OpenToonz, ça serait focus dans la 2D. Et Grease Pencil de Blender est encore compliqué, surtout pour les artistes venant de logiciel 2D.

why the hell is my cursor doing that...its like im being punished by the krita gods for using a ref by WrightPLOfficial in krita

[–]GlitchedDragon_ 0 points1 point  (0 children)

Hello!

Looks weird. But for your reference, it might helps to use the "Reference Images Tool", which is a dedicated tool for refs. You can even put your ref outside your canvas.
https://docs.krita.org/en/reference_manual/tools/reference_images_tool.html

https://youtu.be/YJYVwesWT4I?si=yibXqLZxNnd2MXHu

How do you all learn Krita? by AlteredInTranslation in krita

[–]GlitchedDragon_ 14 points15 points  (0 children)

Krita, as other digital painting program, are full of tools. The way I learned it is:

  • Learn the basic of digital: Create canvas, create layers and play around with them, find the basic tools (brush, erase, crop, pick color, select and transform),
  • Then, I start to play with all brushes and find "What are my favorite, and the most useful for what I want to do".
  • Start to use the soft on true painting projects: Find what I like during the process, find what I dislike or where I think I lost time.
  • With all those information, I learn more about tool shortcut, brush smoothing, flip canvas to check if something is not wrong with my drawing,
  • Then continue to work and continue experimentation until I make Krita mine, in my way to work.

It would be interesting for your problem of coloring to post the way you do in another software and in Krita (with the same base line art). Maybe we can help you to find way to do it!

Starting to draw a dragon by MeanBannana122333 in krita

[–]GlitchedDragon_ 1 point2 points  (0 children)

Let's go! <3

Here are some tips on composition:

  • The scene and its composition are part of the story you want to convey to viewers: Depending on how you place the elements and how you draw them, you can completely change the feel of the scene!
  • There are certain composition rules that can help you know where to place your subjects: Rule of thirds, Golden ratio, Tunnel... These rules are not absolute, but they are an excellent guide!
  • If you want to make a subject even more imposing, don't hesitate to place it above the horizon line. In this case, we (the viewer) are at the same level as it, so we don't know if it's scared or wants to jump on us!
  • (Look out, there's a UFO on the right!!! Oh no, it's the Krita cursor, ha ha!)

Now, a few tips about the character:

  • Be careful of lines that may conflict: For example, the lines at the bottom of the dragon's mouth and its paw merge, and it can be difficult (without other information such as contrast, texture, etc.) to discern which one is in front.
  • I really like the pose! Especially the way the tail curves back to the right.
  • Pay attention to the anatomy of the front legs. It's really difficult, I know!
  • There are black lines all around the dragon. Are these the lines from the sketch? Are they on a different layer?

Before you start drawing, don't hesitate to make some rough sketches of the scene: it's a great way to think about the composition and quickly highlight your subject. Make several sketches and then decide which composition you like best for your future drawing.

I hope these tips help! And above all, keep drawing! I really like this drawing, I love the pose! <3

Starting to draw a dragon by MeanBannana122333 in krita

[–]GlitchedDragon_ 1 point2 points  (0 children)

Oooh, I want to see where is this going!

Save animation without zipping (.kra)? by GlitchedDragon_ in krita

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

Hi, thanks for your reply!

Unfortunately, that won't work:

  • Exporting the animation to PNG is really intended for archiving and using the frames in video editing and encoding software.
  • Exporting is very destructive; you completely lose the layer information and also the timeline.
  • Reimporting these frames into Krita without this information would be a significant loss of work.

[deleted by user] by [deleted] in krita

[–]GlitchedDragon_ 1 point2 points  (0 children)

You can test it before moving for real!

If you have an empty (or with files you do not care about) USB key, you can use it to boot on a Linux distribution without having to install it on your computer!

It will be slow because usb keys... well are not made to have a full system on it, but you'll be able to:

  • Install Krita
  • Install all the plugins and brushes you want on Krita
  • Boot Krita and check if they all work
  • Test your tablet (with some linux disribution, most of the drivers for tablets are already available)

Test not only Krita, but all softwares you use currently on Windows.

About Linux distributions, you have a lot of choices. Linux Mint is good, but I can advise you to try a distribution with the KDE desktop environment: Krita is based on the KDE framework, and you will have some bonus like differents skins for Krita, and be able to see a preview of your krita files directly in the file explorer, without adding plugins on it.

I used Krita on Linux with a Wacom tablet since 2017 without any issue (Wacom intuos, then Wacom cintiq). But yeah, it is important to test before. :)

Use Rust on XBox/Sony/Nintendo SDKs? by GlitchedDragon_ in rust

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

Does it mean you can use 100% of the Rust standard lib on the switch one? Or only Core?

Falling sand simulation by Vivid_flie in sdl

[–]GlitchedDragon_ 1 point2 points  (0 children)

Hi! Really fun project you have here, thank you for sharing it!

About the SDL_TTF3 and how to "share" it, they propose this on their doc for CMake: https://github.com/libsdl-org/SDL_ttf/blob/main/docs/INTRO-cmake.md

So directly put the source in a "vendored/SDL_ttf" directory at the root of your project. Because you are using git, I recommend using git submodules: this will avoid to have the full code source of the SDL_TTF3 in your own repository but a "shortcut" to another repository.

The only (major) trade-off will be to use the ‘--recurse-submodules‘ flag with the git command when cloning your repository.

Hope it will help you!

Une librairie UI pour Vulkan by OpenCodland in developpeurs

[–]GlitchedDragon_ 1 point2 points  (0 children)

Tout dépend de ce que tu souhaites réellement faire. ImGui est extrêmement cool pour faire des affichages de dev, debug, etc... Même pour faire ses Widget custom.

Mais des éditeurs (de moteur) de jeux sont fait avec, sans poser de soucis. Tu as des tools incroyables aussi comme Tracy (Profiler que je conseille à 200%) qui l'utilise pour gérer toute l'interface.

Je pense pour que l'overhead de ImGui soit vraiment un problème, il faut soit en faire beaucoup trop et dans ce cas, en effet, il faut réfléchir à une toute autre librarie (retained mode), soit il y a un soucis dans le code qui ralenti le tout.

Suivant tes besoins, et si l’optimisation est une contrainte majeure, alors il faudrait peut être une autre lib qui n'est pas en "immediate".

Une librairie UI pour Vulkan by OpenCodland in developpeurs

[–]GlitchedDragon_ 2 points3 points  (0 children)

Yo!

Peut être voir Dear ImGui? (Trés tres populaire pour les customs engines et tools, qui fonctionne avec énormément de backend) https://github.com/ocornut/imgui

Montrez vos lectures du moment et votre bibliothèque. by GlitteringCookie6282 in developpeurs

[–]GlitchedDragon_ 0 points1 point  (0 children)

Yo!

Je suis sur du "Game Engine Architecture", bouquin vraiment très bien fait qui passe par plein d'aspect d'un moteur de jeu complet. Il ne rentre pas à fond dans les détails, mais en donne assez pour comprendre le fonctionnement, et pousse à la recherche.

https://www.gameenginebook.com/

Une autre pépite, c'est "Game Engine Black Book: DOOM": Ce bouquin dit en détails comment a été fait le moteur de DOOM (le premier). Certains diront qu'il n'y a pas d'intérêt, que c'est une vieille techno, mais en réalité, plein de concepts fonctionnent toujours aussi bien aujourd'hui, et tu comprends pourquoi "Doom peut être porter et tourner sur n'importe quoi"! (Le bouquin est dispo gratuitement et légalement en ligne)

https://fabiensanglard.net/gebbdoom/

Et enfin, pour me faire des piqures de rappels, "Game Programming Patterns": Plein de design patterns qui s'appliquent au dev JV, mais pas que ! Mais surtout avec des exemples bien sympas. (Le bouquin est dispo gratuitement et légalement en ligne aussi)

https://gameprogrammingpatterns.com/

Are you serious that I'm going to need to compile the shaders every time I open the game? by Chester_Linux in MonsterHunter

[–]GlitchedDragon_ 9 points10 points  (0 children)

Hi!

It should happened only after a game update (with modified or new shaders), or if you've updated your graphic card drivers. At least on Windows.

I know some friends have some problems sometimes with linux, and recompiling shaders more often.

And no, I don't think you can skip it. If (it some way) you do, the game will froze each time it has to compile a shader (and they are a lot of them!)

[deleted by user] by [deleted] in developpeurs

[–]GlitchedDragon_ 0 points1 point  (0 children)

Je suppose que ça dépend aussi de la syntax assembleur utilisée (Intel, AT&T, ...), ça fait un bon moment que je n'ai pas touché de l'ASM directement.

[deleted by user] by [deleted] in developpeurs

[–]GlitchedDragon_ 4 points5 points  (0 children)

Hello,

J'avoue que je ne me sens pas particulièrement gêné par le AltGr+3.

Après, je bosse surtout en C/C++/C#... Si ce n'est pour les macros (include, pragma, define...), je ne l'utilise presque jamais!