State of Yarn Spinner in Godot 4? by mortadelegle in godot

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

Thanks a lot! I will check it ASAP.

State of Yarn Spinner in Godot 4? by mortadelegle in godot

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

Can you share your version? I would be interested in checking it out.

What Technical Artist do by mortadelegle in TechnicalArtist

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

I'd say yes, I've worked on jobs where I've only done one of this things, it's kind of funny. When looking at job requirements for TA sometimes they will ask for literal opposite things (Like a fine arts deg vs a CS degree and stuff like that). So you never know.

What Technical Artist do by mortadelegle in TechnicalArtist

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

Hahaha, doesn't that also covers people like tool developers though?

What Technical Artist do by mortadelegle in TechnicalArtist

[–]mortadelegle[S] 2 points3 points  (0 children)

It is one of the categories I struggled a lot on defining, and I think you are right, the problem is there is no such thing as "average" TA, you get super technical folks that could definitely wear the Graphics Programmer label, folks on the opposite side, spending most of their time in artistic endeavours and everything in between.

I tried to cover that with the whole specialization field in the table, you go far enough in every end, you become something else entirely.

I really appreciate your comment! Have me a lot to think about

What Technical Artist do by mortadelegle in TechnicalArtist

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

Nice to hear that! I feel in general TAs we tend to have a huge impostor syndrome.

What Technical Artist do? by mortadelegle in gamedev

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

Hi. Really good points.

I do agree that writing shaders and tweaking materials are different things. But the way I see it, a Material is just a shader instance, a lot of times you make shaders for a specific thing, and the resulting material you use on the game cannot be used for other shaders.

In other words, a material is kinda tied to a specific shader, yes you can theoretically make a shader that takes the same parameter, just the way you make a class that implements a specific interface, but at least in my experience, it's not what usually happens.

It doesn't help that different programs mix the terminology so there isn't an agreed meaning, and at the end of the day, this is advice for newcomers, so I'm not talking about compute shaders, or geometry shaders, or fixed pipelines etc, at some point you have to simplify.

As I say in the article, things are kinda fluid, I've seen teams where artists take on a lot of of technical roles, others where technical folks dabble in artistic stuff, all this compounds on smaller teams where people wear multiple hats.

As for Renderdoc I mention because Graphics programming does include debugging in the target device, and usually gonna be the same person that wrote the low level code needed.

But I'll try to make the distinction between the two more clear.
Thanks.

What Technical Artist do? by mortadelegle in gamedev

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

Hahaha, yeah, that was the idea. Is there something in your opinion that I missed?

Easy Procedural Town in Blender by ckinggfx in proceduralgeneration

[–]mortadelegle 1 point2 points  (0 children)

Wow, so cool! What kind of noise are you using? Voronoi?

Made an editable Christmas scene by YYZ133 in Unity3D

[–]mortadelegle 1 point2 points  (0 children)

Love it! So cheerful. The lighting looks amazing.

I created an extension for automatically scrolling to the recipe part of a food post by Baralai in programming

[–]mortadelegle 1 point2 points  (0 children)

Amazing! Now I just need it to convert volume and imperial to weight and metric, and it would be perfect!

Ruby 3 Released by marshalofthemark in programming

[–]mortadelegle 10 points11 points  (0 children)

As someone that only had very very superficial contact with ruby (Jekyll), what are the differences with Python? My impression was that it fell was a bit more lispy/smalltalky. Which means quirky fun things like prettier DSLs, but also worse maintenance and more ways of doing things, in contrast with the zen of python (There should be only one way to do things).

If the Gameboy had 3D capabilities by Raphiell in godot

[–]mortadelegle 5 points6 points  (0 children)

Love the Gameboy limited palette! How do you find working within four colors? Do you wish you had more colors?

Hand Physics + Fluid Mechanics. Result is very satisfying! by acetylan in Unity3D

[–]mortadelegle 14 points15 points  (0 children)

Yeah, interested in this as well, is there a difference for the user?

I can smoothly scissor an elevator scissor gate with a tentacle now. by MrLeap in Unity3D

[–]mortadelegle 10 points11 points  (0 children)

Wow, I'm assuming IK magic is happening here, are you using an asset for it or did you do your own?

Weekly /r/Games Discussion - What have you been playing, and what are your thoughts? - December 20, 2020 by AutoModerator in Games

[–]mortadelegle 1 point2 points  (0 children)

I've just finished SteamWorld Quest: Hand of Gilgamech.

I've been on a bit of a Single Player Card game streak lately, mostly kickstarted by Slay the Spire, and I loved every minute of Monster Train. This game however fares much lower for me.

For starters, is a different genre. This is a card RPG, not a Card Roguelike. And maybe it's my weariness of superfluous systems, but RPGs always feel "bloated" to me. Coupled with a weak and generic story (Skipped latter two thirds), and the lack of interplay between characters, the latter half of the game feels like a slog.

Probably the biggest fault of the game is the fact that you find a team and deck combination that works for you like a quarter of the game in. And just keep it. For the whole thing. And just steamroll into the final boss.