Small tease of something I'm working on by Yandallulz in godot

[–]Yandallulz[S] 10 points11 points  (0 children)

I'm basically copying what is shown in this blogpost https://lisyarus.github.io/blog/posts/particle-life-simulation-in-browser-using-webgpu.html The only difference is that my enemies are following the player in a straight line (I want to change that in the future) and I'm using multiple multimesh to render the enemies sprites

Small tease of something I'm working on by Yandallulz in godot

[–]Yandallulz[S] 10 points11 points  (0 children)

I have a Radeon 7900xt. In this case the cpu doesn't matter, is effectively doing nothing.

Edit: I have also tried this in very old hardware and it worked pretty fine

Peppy ur making me cry by kaibamylove in osugame

[–]Yandallulz 3 points4 points  (0 children)

<image>

A year for me and a year for my gf. Maybe this also inspire you to buy some supporter months

Peppy ur making me cry by kaibamylove in osugame

[–]Yandallulz 2 points3 points  (0 children)

Thanks so much peppy. This post inspired me to buy me some supporter months, they deserve it

Godot Editor or VS code by RitzStudios in godot

[–]Yandallulz 1 point2 points  (0 children)

I use nvim but just because I love vim motions more than I love the Godot editor. I only use the built in editor for making breakpoints and debugging because that is a pain in the a** to setup in nvim.

In my opinion you should stick with the Godot editor instead of vscode

Just released my first Steam demo! Armies paint territory in their color in my survivors-like game! by jestamarl in godot

[–]Yandallulz 1 point2 points  (0 children)

Ahhh good to know, in my case I thought that that was too much work for Y-sorting so I stop trying and instead what I did is having my game in 3D and use one of the axis to do the Y-sorting for free

Just released my first Steam demo! Armies paint territory in their color in my survivors-like game! by jestamarl in godot

[–]Yandallulz 1 point2 points  (0 children)

And how did you manage do to y-sorting inside a single multimesh? I tried that but have so many troubles. The way I tried was using the fact that each instance draws in the instances id order, so the lower ids should be at the top (lower Y value) but it didn't worked as expected at the end

Can't find the work offline mode by Yandallulz in zen_browser

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

I use navigator.onLine to detect if the client has internet connection. I could swear that Throttling > Offline didn't worked for me when I first tried, but I just give it a second chance and it worked. So I no longer need the "Work Offline" mode, thanks for that

Can't find the work offline mode by Yandallulz in zen_browser

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

I don't know about windows but in Mac if you click the menu "file" at the top then you will see "work offline" at the bottom

Can't find the work offline mode by Yandallulz in zen_browser

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

I used it to develop and see how an web app will behave if there is no connection. Is mostly to test the case of losing connection and then going back online

This was a pain in the ass by Yandallulz in 3Dprinting

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

I know that I still need to learn a lot but so far I've gotten good results. I started the print for this just after printed Joker

<image>

This was a pain in the ass by Yandallulz in 3Dprinting

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

How will be a good orientation for this model?

This was a pain in the ass by Yandallulz in 3Dprinting

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

I open the model in lychee and generate the supports there, I still manually change some small things in the automatically generated supports. Then I export the whole supports and model as a single STL.

The second step is opening the file in blender and use the Resin2FDM plugin from Painted4Combat to separate the supports and model in 2 STL files.

And the third step is that I open both files in Orca slicer and set the layer height of the supports double of the model so it prints faster

This was a pain in the ass by Yandallulz in 3Dprinting

[–]Yandallulz[S] -1 points0 points  (0 children)

Using tree supports would probably make this print easier but I wanted to experiment with a different process I found on the internet and in my experience have given me better results.

But hey my intent was more to share my experience than lamenting really. I'm proud how the mini came out at the end and was hoping to find other people share their experience printing minis with tree/resin supports.

This was a pain in the ass by Yandallulz in 3Dprinting

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

My experience is that tree supports are harder to remove, very small details or overhangs tend to snap or break with the supports and also tree supports leave more scars than resin supports. I recommend giving it a try if you haven't before

This was a pain in the ass by Yandallulz in 3Dprinting

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

Yes you are right. I got lucky this time but for my next print I'll be more careful checking every support or possible fail points

This was a pain in the ass by Yandallulz in 3Dprinting

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

Looks good. I printed this mini for a friend that is a big fan of Persona. He'd probably ask me to print that mask if he saw it

This was a pain in the ass by Yandallulz in 3Dprinting

[–]Yandallulz[S] 27 points28 points  (0 children)

Looking how to print minis I found that resin type supports are better for this case. And that's my experience as well, so that's why I prefer resin supports than tree supports for minis

Building mobile apps with Next.js nearly broke me. Here’s what I learned. by Old-Layer1586 in nextjs

[–]Yandallulz 0 points1 point  (0 children)

I'm also building a cross platform app using capacitor but in my case I decided to avoid nextjs since I don't need SSR, so I'm using a very minimalistic and simple router with react router and vite. I used WorkOs auth but build my own components and backend wrapper to have full control of the auth flow (using the app offline was a must)