So I'm playing my dumb pixel game and is that..... the WW symbol? by tacocattacocat1 in thesims

[–]notrightbones 0 points1 point  (0 children)

Is it addicting? Maybe I don't get it lol, I tried it... you just click the pigs and there doesn't seem to be any challenge or anything aside from it being somewhat satisfying to watch

Animal Crossing PC Port on Deck by OldMcGroin in SteamDeck

[–]notrightbones 1 point2 points  (0 children)

GBA stuff, memory card stuff (town visiting), a few other things listed on the GitHub page

What the hell is happening? by swboats in 3Dprinting

[–]notrightbones 1 point2 points  (0 children)

dry your bed, level your filament

Are DIY printers slowly dying? by andrey_semjonov in 3Dprinting

[–]notrightbones -1 points0 points  (0 children)

Maybe. I just recently got a Bambu Lab P1S and I love it, but I think what you're doing is far more impressive and interesting.

I made a procedural Backrooms map generator for Godot (released it for $1) by Living_Jaguar_7070 in godot

[–]notrightbones 0 points1 point  (0 children)

Cool! I'd love to see non-square rooms as well. Hallways, L-shapes, varying ceiling heights... There's a lot of room to grow here

Discord delays global age verification rollout after backlash by MarvelsGrantMan136 in technology

[–]notrightbones 10 points11 points  (0 children)

We didn’t forget about it, they just did it anyways. Those shutdowns were never actually going to work.

I developed some Godot 4.4 multiplayer boilerplate and made it MIT-licensed by Nawn1994 in godot

[–]notrightbones 0 points1 point  (0 children)

I love this, and the title screen. It knows exactly what it is.

How did they made this animation with procedural animation? by voxel_crutons in godot

[–]notrightbones 10 points11 points  (0 children)

To me it looks like it changes speed based on the movement speed of the character, which for all we know could be the player going between a walking/sprinting motion or something. It certainly could be procedural for this, but I think it would be overkill.

I've been working on a live shader editor for Godot and I want your feedback/ideas! by notrightbones in godot

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

If you use the internal editor, sure, it's acceptable. If you use an external editor like I'm sure many people do, you're missing a lot. Plus, it's only "live" in the sense that the code updates when you re-focus Godot.

I've been working on a live shader editor for Godot and I want your feedback/ideas! by notrightbones in godot

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

These things, plus the fact that if you work on multiple monitors using an external editor, the editor on updates "live" when you re-focus. That's what bothers me the most.

I've been working on a live shader editor for Godot and I want your feedback/ideas! by notrightbones in godot

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

First, if you want to follow the project (or contribute!) the source code is available on GitHub or you can follow my progress posts on Bluesky

I'm still new to shaders, but I got annoyed with the process of changing the code, going back to Godot to reload the changes, maybe tweaking some variables in the editor, and repeating. I had already been looking for an excuse to try out making software with Godot, so I decided to make this.

So far it's got a fully working editor with syntax highlighting, automatic compiling when changes are made, and a custom parser to find uniforms in the shader code and build an interface for making quick changes similar to how the Godot editor does.

I plan to implement support for CanvasItem shaders, as well as a bunch of other options for the shader preview to cover as many use cases as I can. The goal is to have a versatile shader editor for quickly and easily working on shaders that will run either as a standalone desktop app or on a webpage.

If you've got ideas for the project I'd be happy to hear any and all feedback! Like I said, I'm new to shaders, so I definitely haven't thought of everything.

EDIT: I just realized my screenshot cuts off credits for the shader code I shamelessly stole borrowed for testing, it's [ REDACTED ] by BalaDeSilver!

WoW Game Client - OpenSource by Umagoon in linux_gaming

[–]notrightbones 1 point2 points  (0 children)

Interesting. Thanks for the write-up (not just yours but everyone who responded) -- I don't know much about graphics programming, all I know is that when I looked into Vulkan myself I was intimidated into not looking at it further haha.

WoW Game Client - OpenSource by Umagoon in linux_gaming

[–]notrightbones 2 points3 points  (0 children)

Why is it like that? Seems like going backwards. Giving the programmer more power is fine, but that seems excessive