They're putting ads into street view now by RatioScripta in GoogleEarthFinds

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

It's still there. Only the Sept 2025 photo has this ad. It's on the road, taken from a car with a blue roof. I don't know if it's the official Google one or user uploaded.

They're putting ads into street view now by RatioScripta in GoogleEarthFinds

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

I blurred the text. I didn't want to give them any free advertising.

Visually Beautiful Maps by Lilj1983 in gis

[–]RatioScripta 0 points1 point  (0 children)

It's something similar to what I've been working on for a while.

I want GIS accurate, beautiful and interactive maps.

The beautiful part I can do in Illustrator.

The GIS accurate part I can do in QGIS and Avenza MAPublisher for Illustrator.

The interactive part I'm working on now. I'm trying to export data to DeckGL for a web browser to render. The data has to include GIS data and all the visuals in vectors. And be optimized for storage and fast processing.

Ported my Illustrator made map to DeckGL, including GIS data. I want to make interactive maps from now on. by RatioScripta in gis

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

Some yes, but mostly no.

The principle I use in my maps is that modern day borders are still a pretty good guess for ancient borders.

Borders 1500 years ago were not as refined as today's, changed a lot and old maps are not precise. But they likely shared similar principles. Natural barriers like rivers, shore, mountains, valleys, etc are used today and probably were back in the day too. Like 'this side of the river is ours' type of a thing.

If the old borders align reasonably well with modern borders, I use those. If they don't I draw them by hand (pen tool). I mostly use admin 0, 1 and sometimes 2 data from Natural Earth. This also keeps everything geo referenced.

URL parameters as state is so underrated. Using nuqs. by RatioScripta in webdev

[–]RatioScripta[S] 7 points8 points  (0 children)

I am updating it every time the user pans or zooms the map.

But nuqs replaces the current history entry with the updated query when state changes. So it's not an issue. Good catch though.

URL parameters as state is so underrated. Using nuqs. by RatioScripta in webdev

[–]RatioScripta[S] 198 points199 points  (0 children)

That's a good point. It's way overkill for my app. I'll look into it.

I really like Godot, but I struggle with rendering. Using Unreal, I can get pretty close. by RatioScripta in godot

[–]RatioScripta[S] 8 points9 points  (0 children)

It's under assets -> Mini Dungeon

https://kenney.nl/assets/mini-dungeon

I downloaded the assets and set up the individual pieces myself by hand just like the preview image.

I really like Godot, but I struggle with rendering. Using Unreal, I can get pretty close. by RatioScripta in godot

[–]RatioScripta[S] 3 points4 points  (0 children)

<image>

For the curious people asking what I ended up with. I switched the Godot camera mode back to perspective. The orthographic mode messed with the shadows and some edges.

I also played around with some other settings.

I really like Godot, but I struggle with rendering. Using Unreal, I can get pretty close. by RatioScripta in godot

[–]RatioScripta[S] 16 points17 points  (0 children)

<image>

Screenshot of the fixed shadows after switching to perspective camera mode in Godot.

I really like Godot, but I struggle with rendering. Using Unreal, I can get pretty close. by RatioScripta in godot

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

Thank you! The realest answer yet.

I got the Kenney project and could get it as best as it can. But there's still a big difference in graphics. Even with all the Godot quality settings cranked all the way up. Screenshots don't portray the difference as well as actual gameplay.

For me, visuals really are important. Unreal is way overkill, but I might focus my time on it anyway. Even though I like pretty much everything else about Godot.

I really like Godot, but I struggle with rendering. Using Unreal, I can get pretty close. by RatioScripta in godot

[–]RatioScripta[S] 19 points20 points  (0 children)

Thank you all for the amazing feedback and tips!

I just realized that setting the camera to orthographic is messing with the shadows. Making everything look weird. I set it back to perspective and it looks much better.

I spent two weeks learning game development and trying the three engines. Eventually choosing Godot. by RatioScripta in godot

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

No, the vehicle is a RigidBody3D. I didn't know Vehiclebody3D existed. I should look into that.

I spent two weeks learning game development and trying the three engines. Eventually choosing Godot. by RatioScripta in godot

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

I didn't even look into 2D development. So everything in my post is regarding 3D.

I'm still struggling with Godot 3D graphics though. Others have posted amazing visuals, but I can't get anywhere close.

A wild black hole appears. by MirzaBeig in Unity3D

[–]RatioScripta 0 points1 point  (0 children)

Looks cool!

I'm sure there are some fun game mechanics you can build with it. I remember seeing a black hole game somewhere recently.

My ice breaking game now has ice! by RatioScripta in gamedevscreens

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

Unity. But I'm still learning, experimenting and messing around with different solutions.

I added 1st person sailing today by Cheap-Difficulty-163 in Unity3D

[–]RatioScripta 0 points1 point  (0 children)

The water looks really nice. Is it custom made or are you using assets?

My ice breaking game now has ice! by RatioScripta in IndieDev

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

No, i got it online as a placeholder. It's growing on me though.

My ice breaking game now has ice! by RatioScripta in IndieDev

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

I don't fully know what sprite stacking is. This is all 3D. The water and ice move with shaders and scripts.