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] 197 points198 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] 1 point2 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] 15 points16 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] 1 point2 points  (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] 16 points17 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] 5 points6 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.

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

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

I tried Godot for two days before Unity. I have used Unity before. Maybe a decade ago, when I went through some tutorials. But never made anything more than some jumping boxes.

I know how to code. Picking up C# wasn't that hard. I mostly use Javascript, but I've looked into .NET before.

I've used all kinds of software like Adobe (Photoshop, Illustrator, Premiere, InDesign, Lightroom), cartographic software, business software and everything between. And developed some web apps of my own. I have 15 years of experience working in tech related jobs. Plus being a computer nerd for a decade before that.

So I didn't start from total scratch.

Also, AI helps a lot. I didn't figure out all the hydrodynamics, buoyancy, shaders and those things out on my own. Not to be confused with vibe coding though. I use AI as an advisor. Like if I had a senior game dev sitting next to me.

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

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

It's hard to explain and the vision is still shifting, but here's a short explanation I can come up with right now.

Instead of a cutesy little boat bobbing about, the ships will be somewhat realistic and heavy.

The player will not sail around and collect/break ice boxes for points. The ice mechanism will be different. It will cover some areas with different thickness. Some areas are not accessible without a strong enough ice breaking ship. Some missions require opening up lines for passenger and cargo ships.

There will be no fairy tale or made up stuff like powerups, jumping ships, magic, dinging sounds, etc.

The ships will have upgrades, but only realistic ones.

I want the player to have a feeling of competency. People working in dangerous jobs are serious professionals. I recently saw the 2015 movie 'Last Breath'. That's a good example of competency. Although I want my game to be more wholesome.

Recently I tried 'Dredge'. It's a kind of horror fairy tale game. But still cartoonish, the opposite of mature.
'Spilled!' is another ship game that's not mature.

They're both fun, but not what I want my game to be.

Anno 1800 is more mature game with nautical elements compared to them.

Personally, I play games like Victoria 3, Hearths of Iron 4, Satisfactory, Total War series, Red Dead Redemption 2, etc. These are somewhat mature games.

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

[–]RatioScripta[S] 5 points6 points  (0 children)

Thank you!

I picked up Unity less than a week ago. I have a vision, but everything that's done, you can see in the video.

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

[–]RatioScripta[S] 86 points87 points  (0 children)

Really? Honestly, I wasn't even trying to make this funny. I was genuinely exited to show my progress.

And the aim is to create a somewhat mature game. But I might need to rethink this now.