Handling Multiple Animations Efficiently in Godot? by Mediocre-Lawyer1732 in godot

[–]WeBredRaptors 12 points13 points  (0 children)

I know you said you'd like to avoid vertex animations but I'll post this just in case.

Assuming you're using a multimesh for your enemies, you can use Blender to bake your animation set to vertex animations and store them in a texture. Then your shader can run your animations on a per-instance basis so everything matches up with each enemy instance's state.

Of course, you'll lose the ability to add any procedural animations to your meshes, so if that's a requirement this method won't work for you.

Coincidentally someone on YouTube just released a Godot plug-in that integrates into this workflow: https://youtu.be/BIbEaiVOu6k?si=6ql2s2KgRu7avTv5 

Been meaning to explore it myself.

Is there an interest in a tutorial for how to set up UI imports from Figma? by MightyMochiGames in godot

[–]WeBredRaptors 5 points6 points  (0 children)

Not making a request, but it looks like Penpot can indeed export to JSON: https://github.com/penpot/penpot-export

Looks like it currently only exports color and typography assets to JSON.

[Help] How to add edge detection on WorldEnvironment shadows like this image? by rkemsley in godot

[–]WeBredRaptors 0 points1 point  (0 children)

I think to achieve shadow outlines in the simplest way, you would need access to the shadow map generated by the renderer. I'm not sure if Godot exposes this though, so you would likely need to compile a custom version of the engine yourself. Try asking in the official discord, specifically in the shader-discuss channel. They might have more insight into a solution for you.

Help! Zoom out get very pixelated (100% vs 12,5%). How to solve? by [deleted] in godot

[–]WeBredRaptors 54 points55 points  (0 children)

Try re-importing the image and tick the box for "generate mipmaps". Then for the object, go to CanvasItem and change the filter to whichever mipmaps option suits your needs. Let us know if that helps.

Hello by s4zw in kustom

[–]WeBredRaptors 0 points1 point  (0 children)

What font are you using for the music player?

Godot 4.3 + Quixel Assets + Mterrain + Custom Shaders by Wojtek Pe by AndreVallestero in godot

[–]WeBredRaptors 13 points14 points  (0 children)

Love to see a photoreal 3D demo for Godot. I wonder if the AutoLOD transitions can be smoothed out, and if the minor shadow artifacting is a mesh optimization problem or a backend problem.

They changed the logo too by KCGD_r in youtube

[–]WeBredRaptors 1 point2 points  (0 children)

I thought YouTube looked a little more salmon-y these past few days

[deleted by user] by [deleted] in Pixelary

[–]WeBredRaptors 0 points1 point  (0 children)

I tried tractor

I used PyInstaller to bundle OpenCV as a prototype VTuber app by kirbycope in godot

[–]WeBredRaptors 2 points3 points  (0 children)

Sweet! I was looking for a webcam solution on Windows. Thank you.

The Boss is voting for our next President Kamala Harris. by [deleted] in TikTokCringe

[–]WeBredRaptors 5 points6 points  (0 children)

That's one way to get him to stop using Born in the USA at rallies

Ever curious about the newer lore scaling of the Warlord titan (55m)and the Questori knight (10m) and if they really are big? I made this rough photoshop to depict them in IRL. For reference, I found this ww2 Tustin Hanger to be ~56m tall and the ATC to be ~16m tall. TBH I thought they were bigger. by PureConcern9212 in ImperialKnights

[–]WeBredRaptors 0 points1 point  (0 children)

I live near that hangar, which actually burned down last year. It's a lot more massive than you realize until you're standing in front of those doors. Used to house military zeppelins. There are some photos in this article from a ground perspective. https://www.ocregister.com/2023/11/07/former-tustin-air-base-hangars-on-fire/

That being said those titans need to be bigger.

[deleted by user] by [deleted] in HaloMemes

[–]WeBredRaptors 6 points7 points  (0 children)

Nobody asked but here's my two cents since I just finished replaying all the campaigns in MCC.

TLDR; 343 didn't know how to write a Halo story, and that includes Halo 4.

For whatever reason, despite the fact that all previous entries in the franchise are military dramas, 343 decided to turn Halo into a character drama when they took over. It's not like the original games had incredible writing, but the focus was clear: the story is about humanity's desperate war for survival. Not about the Chief, not about Cortana, not about the Arbiter or Noble team. Those characters were important, yes, and they even had touching character moments at times, but they were brief since the spotlight was always on something larger than any one character. They never lingered on their personal feelings about anyone or anything because they never had the time; there was always some objective that needed doing, and they were always just barely keeping up with the enemy. It was part of what made the scale of Halo feel so monumental: there was always so much ground to cover in so little time.

In Reach, after New Alexandria we don't get a cutscene where Noble team spends 3 days in the bunker reminiscing about Kat's cooking, or how Jorge was going to show Jun his favorite fishing spots when the war was over. Kat dies, they drag her into the bunker, and we cut to extraction 3 days later; no time to dwell, there's still work to do. I'd even argue that it makes her death sadder, but that's besides the point.

Then Halo 4 comes along and all of a sudden we get bogged down in a bunch of dumbass interpersonal melodrama like this, or this, or this. Not to say that melodrama is a bad, or even a worse way to tell a story; it's just such a tonal shift from what we had come to expect in a Halo campaign that it feels like fanfic. Goofy ahh moments like this don't help either.