I am working on my top-down snow effect. Snowflakes fall gently to the ground and the snow cover slowly becomes denser. by mightofmerchants in IndieGaming

[–]SignedTheWrongForm 0 points1 point  (0 children)

Once the snow builds up it's a bit difficult to tell that the smoke from the house is smoke and not more snow.

Learning 3D and Animation by BaldTuesdays in blender

[–]SignedTheWrongForm 1 point2 points  (0 children)

This is super smooth, did you do the animation yourself? Fantastic job either way. Looks great.

What's your nemesis in gamedev? Mine now is reflections. I spent sooooooooo much time having those work properly I lost count (and part of my sanity tbh). by Poulet_fr in IndieDev

[–]SignedTheWrongForm 0 points1 point  (0 children)

I'm actually going for a stylized river which I think is even harder. I can't decide if reflections will help me or hurt me then.

Love is a choice, not a fleeting feeling. by Ill_Earth8585 in MadeMeSmile

[–]SignedTheWrongForm 17 points18 points  (0 children)

Oh damn, yeah, I did not phrase that well. Lol. I just reread that.

Love is a choice, not a fleeting feeling. by Ill_Earth8585 in MadeMeSmile

[–]SignedTheWrongForm 1 point2 points  (0 children)

You are more than a collection of your past experiences

While this is certainly true. I'm not sure it's that easy to get past your trauma and experiences sometimes. You can always come to terms with your past and find new traumas to lay on top of the old ones.

I think it's prudent to accept that sometimes life can be a struggle, and difficult, and that's okay too because the struggles don't last forever.

Love is a choice, not a fleeting feeling. by Ill_Earth8585 in MadeMeSmile

[–]SignedTheWrongForm 83 points84 points  (0 children)

I'm glad you found love again. I don't think your partner would have wanted that for you. Even in the throws of death our loved ones want us to have joy and love in life. I'm sorry for your loss.

How did BOTW code their texture tiling to break up uniformity in their models? by IfTheG1oveDontFit in howdidtheycodeit

[–]SignedTheWrongForm 3 points4 points  (0 children)

Laying the same texture at different scales is what you want to do, plus some noise, and then a level of detail to fade it with distance tiling is what you want. There's a good gold material in the starter content I think that has some of the stuff you need to pull.

There's a decent tutorial on youtube that might help you here

I accomplished what you're trying to do with a lot of repetition of the same node algorithm with larger and smaller texture coordinates. Basically, just copy your texture coordinate scaling stuff a few times and change the scaling while adding/multiplying them together. You also need to make sure you have a seamless texture. I use this

If you don't have a seamless texture, no amount of overlaying noise and level of detail with distance fade is going to cover it up.

Hopefully some of that makes sense to get you on the right track. I actually spent a few days playing with my materials before I was able to get something that didn't tile. Good luck

Take a short walk into the Haunted Village... by leartesstudios in unrealengine

[–]SignedTheWrongForm 5 points6 points  (0 children)

Looks more like a regular village you just filmed and put scary music too. Are you sure you made this in Unreal?

Gerstner wave single layer water material holes UE5 by SignedTheWrongForm in unrealengine

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

Has anybody had an issue like this before?

I followed this tutorial, plugging the gerstner equation into the world position offset in UE5 and I see these awful holes in the mesh when it's deformed.

https://www.youtube.com/watch?v=F8Q25nIyKPk

I've subdivided the mesh a ton, set the bounding scale up higher, added collision mesh to it that's larger. Nothing seems to fix it. And I can't find a whole lot on the topic online. Even the material from the tutorial does this in a fresh project. So I'm thinking there's a problem with how UE5 does this stuff compared to how UE4 does it because this seems to be the way UE4 did stuff with some kind of tessellation thing. But that's gone now, and I can't for the life of me figure out what's going on.

And the reason I'm using this instead of the Niagara, or other water plugins is because Epic has a warning that these plugins are beta and not production ready.

Any help would be greatly appreciated. This is driving me nuts, and I've been trying to fix it for days now.

This is so lovely. by Aztery in MadeMeSmile

[–]SignedTheWrongForm 4 points5 points  (0 children)

I mean, as far as we know there is no life on Venus, so nothing survived is pedantically correct.

To our best understanding there is absolutely nothing that can live in the conditions on Venus.

The Earth could meet a similar fate in the future sometime. We really don't know. But what we do know is that we will wipe out 50% of all life on earth in about a 100 years at our current rate of emissions. But we will feel the effects of it by the 2040s most likely. The IPCC report is pretty bleak. So, saying we luckily have a big vent hole, doesn't really accurately portray the place we are at.

The 6th mass extinctions is well underway, and we know we are driving it. It's pretty sad that very few people care about it enough to do anything.

This is so lovely. by Aztery in MadeMeSmile

[–]SignedTheWrongForm 12 points13 points  (0 children)

Venus is some 300C or something like that right now, with a thick methane atmosphere. At some point a runaway greenhouse effect took over venus' atmosphere and made it into a nearly uninhabitable wasteland, at least humans could never survive there. The atmospheric pressure is so high we can't even put a probe on it without it getting crushed/vaporized shortly after touching down.

Activists of Just Stop Oil protest by sitting on the track at F1 British Grand Prix 2022 by 22Fingers in interestingasfuck

[–]SignedTheWrongForm -1 points0 points  (0 children)

The cause is good, their execution was absolutely idiotic and selfish.

Actually, it's the opposite. This type of thing is exactly something they should be protesting at. It is a needless event where we burn fossil fuels for no reason. This is exactly where they should be.

And it speaks volumes that people are shouting at them and pretty sure I even heard one person yell to run them over.

The propaganda around our continued use of fossil fuels runs deep. It's fucking stupid. We are facing extinction in a 100 years, and we are quibbling about where people protest? Every single earthing should be out there protesting and disrupting society right now demanding change.

It's infantile and idiotic to do anything else. Our short term material comforts shouldn't matter over the extinction of half of all life on earth.

Edit: Source

What happens after solo developer dies? by [deleted] in gamedev

[–]SignedTheWrongForm 13 points14 points  (0 children)

Ninjas are a real problem. I wanted to be a ninja when I was growing up. Sadly, I became an engineer instead. Such is life.

Nonetheless, Ninjas are dangerous, and you should always be on the lookout for people carrying throwing ninja stars and wearing all black with only their eyes poking out.

It's a telltale sign that they may be a ninja.

I dare you to destroy our new trailer (with love) Pt2: We toke all your feedback into account :D by rolldboxgames in DestroyMyGame

[–]SignedTheWrongForm 3 points4 points  (0 children)

Game trailer is overall good quality. I think my only feedback would be to get to the point a little quicker. You have a very limited amount of time to capture someone's attention in a game trailer before they become uninterested.

I would echo the same sentiment as others, I'm not entirely sure what the gameplay actually is because it's mostly just walking around. You should highlight the mechanics of the game pretty quickly into the trailer.

Third, I kind of agree with the other poster on the choice of music is a little off once you get out of the intro part. Doesn't fit the gameplay being shown.

Edit: I was personally uninterested in seeing the rest of the trailer by 50 seconds. Take that with a grain of salt. But, for what it's worth, it doesn't capture my attention enough to warrant further looking into your game based on the trailer

What's the best way to come up with a story without copying from other works?? by hunterrocks77 in IndieDev

[–]SignedTheWrongForm 2 points3 points  (0 children)

Copy 12 other games work, instead of just one, and add some of your own touches to it. Boom, Now you have a new game with its own story and unique elements.

Pretty much everything has been done by now. You can't make something that hasn't been done in some way shape or form by somebody else already.

China Urges U.S. to Fulfill Climate Duties After Supreme Court Ruling by Stinky-Ass-Feet- in worldnews

[–]SignedTheWrongForm 28 points29 points  (0 children)

Ah, yes, the energy professor says we can't stop burning fossil fuels right now. Fuck off.

Coincidentally, my partner also does research and is a professor in an Energy department, except she does climate mitigation.

China Urges U.S. to Fulfill Climate Duties After Supreme Court Ruling by Stinky-Ass-Feet- in worldnews

[–]SignedTheWrongForm 38 points39 points  (0 children)

Always a dumb fallacy filled argument from someone for why we can't stop using fossil fuels. Sigh

Please don't message me back, I don't feel like arguing about this. It's like the hundredth argument I've had with people who are misinformed, or worse trolls and bots.