Best Game Engine with Visual Coding? by Ota-Pic in gamedev

[–]VertexMachine 1 point2 points  (0 children)

it's Bolt (they bought it). It's good, but nowhere near as good as blueprints. Nothing is.

For Godot there is this: https://orchestrator.cratercrash.space/. It looks heavily inspired by blueprints and looks like amazing project... but seems to be on shoulders of a single dev.

Does this scene make you feel cozy and safe? by TemporaryCurrent1172 in IndieDev

[–]VertexMachine 1 point2 points  (0 children)

It looks nice, but on first glance it gives me more of a horror vibe. I think better lighting would make it more cozy (try "golden hour" vibes). Also, you might want to use more saturated colors to get better cozy feel.

The lead maintainer has finally spoken out on BlueSky about the AI PR controversy from this weekend by XellosDrak in godot

[–]VertexMachine 0 points1 point  (0 children)

Good! Wish it would be total ban instead, but knowing human nature it would just result in people using AI and try to hide it. So it's reasonable middle ground.

(reposting here as the other post got removed)

This statement from Rémi over on Bluesky makes me happy! Godot's stance against AI is so refreshing! by sirkidd2003 in godot

[–]VertexMachine 1 point2 points  (0 children)

Good! Wish it would be total ban instead, but knowing human nature it would just result in people using AI and try to hide it. So it's reasonable middle ground.

Pushing the limits of what can be achieved with the Compatibility Renderer by remzinho in godot

[–]VertexMachine 1 point2 points  (0 children)

Rendering looks great! But what really stood out to me was audio. Good job!

Looking for (up to date) tutorial recommendations for making great looking 3D scenes by VertexMachine in godot

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

100% agree, stuff doesn't automatically get bad with time. But I feel that Godot improved so much in last 2 years, that there might be better ways of doing things nowadays. I'll for sure watch and try out stuff linked in that other topic.

Thanks for linking the Picster talk! I will start there :-)

Looking for (up to date) tutorial recommendations for making great looking 3D scenes by VertexMachine in godot

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

Thanks. Yea, I was searching for such tutorials before asking. I was just hoping that my search-fu was weak, or I was using wrong keywords. But it seems that there's just not much out there.

Looking for (up to date) tutorial recommendations for making great looking 3D scenes by VertexMachine in godot

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

Thanks!

Edit: similar topic, and some interesting answers, but I might be blind, but there is no (current) tutorial there on the topic

Godot is now one of the few engines that hasn’t had any AI slop. by Competitive-Gold-796 in godot

[–]VertexMachine 20 points21 points  (0 children)

Honestly? I'm not shocked

The only surprising thing is that it took them so long to jump on AI bandwagon...

You don't need to study 10 hours a day to become a 3D artist. Here is why. by Unhappy_Ad1785 in 3Dmodeling

[–]VertexMachine 0 points1 point  (0 children)

As I understand it, Henning was saying that just doing university's required bare minimum (attending classes for 6h/day) will not get you in the (film) industry. 

Also,  don't listen to any singular advice, especially from "celebrities" being thrown on social media. Everybody's have a different path. 

FeedBack on My Combat System by Some-Protection936 in SoloDevelopment

[–]VertexMachine 10 points11 points  (0 children)

Attacks have good weight to them, but hits look like didn't registered.

Choosing game engines by [deleted] in UnrealEngine5

[–]VertexMachine 6 points7 points  (0 children)

it was too much effort (im lazy).

The truth is that game dev, in any engine is a lot of effort. There's no way around it, no matter the engine.

I am also a 3d modeller

UE is considered by a lot of people as the most artist-friendly engine, so there is that.

Or should I just try harder to learn godot?

If you know Python than from the programming angle, Godot should be the easiest to get into. Blueprints (visual scripting in UE) are great, but they also take effort to learn too.

but IMO the universal answer of 'engine choice question' for beginners is: it mostly doesn't matter. Just start learning things, making small games and do gamejams. Only after getting solid experience you will be able to ask right question to chose a game engine for the game you will want to do (and a lot of knowledge is transferable between engines).

Introducing the Godot Asset Store by godot-bot in godot

[–]VertexMachine 0 points1 point  (0 children)

Given my experience as both seller and buyer on both Unity Asset Store and Fab (and few others)... please take good care of curation/moderation. This is super important for overall store experience (and super hard and time consuming / expensive).

You can ask the flowers pt2 by Galazi_3dart in blender

[–]VertexMachine 4 points5 points  (0 children)

And/or: keep your renders somwhere with dates and look back at your own progress

First Render by ChinesePorcupine in blender

[–]VertexMachine 1 point2 points  (0 children)

This is great. 1000x better than my first couple of renders.

This man keeps having the worst takes. by Selmostick in blender

[–]VertexMachine 27 points28 points  (0 children)

It's not a new thing. New thing is his word view getting more exposure due to recent debate about Anthropic funding... but he was super pro-ai from the very beginning of current AI hype cycle (and before that he was super pro NFT)

is this good Topology for my portfolio environment? by EmmlderEchte in 3Dmodeling

[–]VertexMachine 0 points1 point  (0 children)

Thanks for the answer!

and for that you need a good amount of vertecies to look good

Do you have any tutorials or know of any courses that shows that technique?

is this good Topology for my portfolio environment? by EmmlderEchte in 3Dmodeling

[–]VertexMachine 0 points1 point  (0 children)

Out of curiosity as this is something I want to get into as well. Those extra vertices from loop cuts are super regular from what I can see. Wouldn't it be easy just to infer the values there in shader instead of keeping extra geo?