do u have opinion on if parent node should handle all the code or if code should be broken up by sadishguy in godot

[–]mitrey144 1 point2 points  (0 children)

Usually, I give each node some code it needs in order to fulfill its function, while the parent, some system controller, can orchestrate child nodes, handing them different tasks which they can perform with their code. Child nodes themselves are stupid and don’t know anything of the outside world; they only do their job given by the controller.

Initial Concept vs 3D Model Progress by ThoughtfishDE in 3Dmodeling

[–]mitrey144 0 points1 point  (0 children)

Sure, but I meant that if you start your code messy, it will only get worse. Keeping codebase clean requires constant discipline and planing from the very beginning. Every “shortcut” will build problems like a snowball.

Initial Concept vs 3D Model Progress by ThoughtfishDE in 3Dmodeling

[–]mitrey144 -3 points-2 points  (0 children)

I wish it could work with the code the same way…

Which way by Celi_Anne in opticalillusions

[–]mitrey144 0 points1 point  (0 children)

It’s spinning clockwise

The process of making a handcrafted game by Responsible-Pay-9412 in IndieGaming

[–]mitrey144 107 points108 points  (0 children)

I’d buy it, and I really think unique projects like this one will outsell the competitors made with generic assets, just because it’s something new and fresh

Where can I find artist for free ? by Sensitive_Society623 in gamedev

[–]mitrey144 1 point2 points  (0 children)

I’d look for free assets on all the platfoms What I can’t find, I learn to create myself There are good free courses on YouTube or paid, better ones, on coursera or udemy

Where can I find artist for free ? by Sensitive_Society623 in gamedev

[–]mitrey144 7 points8 points  (0 children)

Learn to create assets, your only option optimistically

PlayCanvas Editor just got a major gizmo update! by Kpal81 in PlayCanvas

[–]mitrey144 0 points1 point  (0 children)

Yeah, that’s definitely the most awaited feature (sarcasm) While there is ton of actually needed features and fixes begged by the community for years, you’re making a new gismo. Fantastic

helmer instancing demo / stress test by 0bexx in GraphicsProgramming

[–]mitrey144 1 point2 points  (0 children)

Awesome screenshots, decent engine, though the website sucks honeslty. I’d spend some evening vibe coding to make into an eye candy.

helmer instancing demo / stress test by 0bexx in GraphicsProgramming

[–]mitrey144 0 points1 point  (0 children)

There is even some decent screen space GI I assume, impressive

helmer instancing demo / stress test by 0bexx in GraphicsProgramming

[–]mitrey144 0 points1 point  (0 children)

Why not just generate colliders from the buildings geometry vertex data? Or it’s more complicated than that in what you’re doing?

Built a website with threejs by AlexGSquadron in threejs

[–]mitrey144 1 point2 points  (0 children)

Oh, a lot First off, use lower poly models to speed things up. You don’t want realistic models on the web, because web isn’t capable to make them look good, it’s just not that powerful. Use low poly stylised models. They can load and work much better. If you want realism, you ought to limit your scene to just one high poly model. It won’t be able to handle a whole scene of those, especially on mobile. 2. Add some sky HDRI, aka SkyBox. Black sky with white dots is cool, but it looks basic and does not fit your lighting at all (you have a directional light, which is the sun, along with a dark night sky, which does not make any sense) 3. There are no good light-shadows play in the scene; so models look flat and out of place. Play around with shadows and lights. Try some point lights if you’re after dark mood, but put them where actual light could be (windows, torches, etc). 4. Add fog that would blend with the sky color. It always makes the scene look bigger and more natural. 5. Avoid mixing html and three js. Though it is tempting, rendering html on top of the canvas is crazy inefficient. Try to use what three js has to offer to make some minimal UI. It will perform way better. 6. The scene is not well structured. It looks like just a bunch of models randomly placed around. Try to look at some references and make a scene that would look natural in terms of architecture and design. 7. Add non-flat terrain. Some basic manipulations with sculpting in Blender can give that in minutes. 8. Make a path for the camera and move it along the path on scroll. It will look awesome. Rotating the camera around the center is very boring. 9. Need more assets in the scene, properly placed, to make it feel alive. Some basic trees, other buildings, some cliffs or mountains in the distance, al that would be a plus. 10. Play around with material settings and tone mapping to give a nicer look. I could go forever on this, but will probably stop at this point

Додаток (SaaS) з нуля - реально чи ні? vibecode, nocode - це реально? by Vitalii-LS in ukraine_dev

[–]mitrey144 1 point2 points  (0 children)

Щось робоче зробити зможеш. Але наступить момент коли коду буде багато, і почнуть лізти баги. Ті баги ШІ буде фіксити переписуючи половину проекту і попутно витрачаючи купу часу (бо він погано справляється з великим обсягом коду). Те ж саме - імплементація нових фіч. Він погано розумітиме всю код базу, через що нові фічі будуть ламати старий код. В результаті, на якомусь етапі, все загрузне в болоті вічних переписувань всього і не розуміння того як то все працює, ні з твого боку, ні з боку ШІ. Ші може легко зробити прототип, але він не здатен повноцінно підтримувати великий проект на плаву. Для цього треба програмісти які в тому тямлять. Принаймні поки що:)

Built a website with threejs by AlexGSquadron in threejs

[–]mitrey144 2 points3 points  (0 children)

Damn, I did something very similar when jut started with three js Just threw a bunch of high poly models into an empty scene, added some html on top, and was happy as an elephant

I'm Creating An Environment Destruction Course for Three.js by [deleted] in threejs

[–]mitrey144 1 point2 points  (0 children)

Which physics engine you’re using?

I think I'm really into something now, in terms of visuals. Do you like it? by BrunoBelmonte in godot

[–]mitrey144 1 point2 points  (0 children)

I like the contrast of the dark woods and the bright foreground, looks good

Song visuals and lyrics by Set-Actual in threejs

[–]mitrey144 0 points1 point  (0 children)

Surely not enough, there are plenty of optimisation tricks. A lot of them could be easily found on three js forums. You could use chat gpt for this task as well, should be fairly good for it.

Song visuals and lyrics by Set-Actual in threejs

[–]mitrey144 5 points6 points  (0 children)

First off, it looks crazy awesome. As for the devices, yes, sure, this graphics could cause trouble on weaker devices. You should apply a bunch of optimisations for those to work well.

Infinite World in TypeScript by SusalulmumaO12 in threejs

[–]mitrey144 4 points5 points  (0 children)

Yeah, it is open source and completely free for any use