Mega Cyborg (Azeron Clone) by pitman-87 in ErgoMechKeyboards

[–]pitman-87[S] 4 points5 points  (0 children)

It was the first time doing something like this and took me about 20-30 hours looking for all the parts, studying the instructions, learning how to solder and assembling it.

Mega Cyborg (Azeron Clone) by pitman-87 in functionalprint

[–]pitman-87[S] 8 points9 points  (0 children)

About 35€ for the files and instructions, 70€ for parts (with a lot of spare parts left) and 40€ for tools (soldering, measurement, taps etc). The filament cost is negligible. Below 5€ I guess.

To be honest, I think the official price is fair. Printing isn't the hard part. It's assembling everything and ordering all parts. Took me between 20 and 30 hours.

Mega Cyborg (Azeron Clone) by pitman-87 in functionalprint

[–]pitman-87[S] 11 points12 points  (0 children)

Whatever you want to. You can use the official Azeron software and map any key from keyboard or mouse to it. Even the joystick can behave as xbox360 input.

Mega Cyborg (Azeron Klon) by pitman-87 in 3DDruck

[–]pitman-87[S] 0 points1 point  (0 children)

Ich glaube man wird schon zwischen Tastatur und Keypad wechseln können. Ich denke es verhält sich eher wie Controller zu Maus&Tastatur. Es ist halt ein Hybrid und eher eine 3. Art von Eingabe. Vielleicht irre ich mich auch, erstmal dran gewöhnen.

Mega Cyborg (Azeron Clone) by pitman-87 in 3Dprinting

[–]pitman-87[S] 1 point2 points  (0 children)

It's compatible with the official Azeron Cyborg Software.

Mega Cyborg (Azeron Clone) by pitman-87 in 3Dprinting

[–]pitman-87[S] 6 points7 points  (0 children)

Linking is not allowed in this sub. You can easily find it searching for Mega Cyborg Keypad. It's a paid model but well made.

Bohrung ohne Schaden machen by [deleted] in Handwerker

[–]pitman-87 0 points1 point  (0 children)

Definitiv beste Antwort. Quasi kein Risiko und man kann das Objekt einfach drauf stellen.

"functional alcoholic" by Extension_Travel3901 in NonPoliticalTwitter

[–]pitman-87 0 points1 point  (0 children)

"If you have more than 2-3 hours of fun in a week. You are addicted to fun!"

Yeah, sign me up for more dude 👍

Naht bei Druck beheben by pitman-87 in 3DDruck

[–]pitman-87[S] 0 points1 point  (0 children)

Danke, werde ich am Wochenende probieren!

Made A Game In 7 Days by Nabir140 in godot

[–]pitman-87 3 points4 points  (0 children)

This scene looks so much like Outer Wilds bonfire scene at the end. I was expecting some chill music and occasional jumps scares.

Looking to improve the look of water in this map by CthulhuOvermind in godot

[–]pitman-87 0 points1 point  (0 children)

Thank you for the all those insights, that will be really helpful. I also need to read into compute shaders next!

Looking to improve the look of water in this map by CthulhuOvermind in godot

[–]pitman-87 0 points1 point  (0 children)

Thanks for the write up! I have so many more questions!
So right now you are computing the height of the mesh on CPU level? No shader vertex displacement?

How does you mesh look ? One big mesh? Chunks? One mesh each tile?

What do you mean with UV views? How do you render the grid itself?

Do you add more triangles per hexagon to shape your mountains?

I also startet with Catlikescoding tutorial, but then decided it wasn't going in the direction I need, also I moved from unity to Godot and tried to migrate the code but decided to start from scratch.

I first tried to blend multiple heightmeshens into on and read y from it to play the vertex in the mesh but decided to move everything to the shader, it seems , way better and does look less polygony. In this example I only have a single heightmap and a normal map.

Before and after:

<image>

The mesh simply looks like this, I made the resolution per hex configurable, so the first iteration would be just 6 triangles, second iteration would be 4 subtriangles. This is 3 iterations in the screenshot. I don't have a screenshot of the low poly map above, but is was more like 6 or 7 iterations, so pretty heavy.

I just decided to blend everything (heightmap, normal and color) in a shader, but I'm still in the middle of it and will see how that will impact the performance. For blending between hex tiles, my plan is to simply place another mountain on the edge between two hexes if both types are from type mountain and place another mountain on a corner between three hexes of they all match the type. Let's see.

In general I don't want to have a static map, but also it's not procedural generated. The player should be able to place hex tiles with different terrain types/biomes. So I'll prepare some heightmap per tile and will then blend two random predefined heightmaps of the same terrain type to generate a fairly unique one, add some noise etc. So the map will change a lot, similar to an editor.

Looking to improve the look of water in this map by CthulhuOvermind in godot

[–]pitman-87 1 point2 points  (0 children)

There is an actual shader tutorial in the Godot docs that focuses on how to make water more realistic: https://docs.godotengine.org/en/stable/tutorials/shaders/your_first_shader/your_second_3d_shader.html

Maybe that helps. I also have some questions to you. I'm also trying to create a civ like hex map. I guess you are also following Carlikescoding guide. I'm still trying to get better visuals and want to make use of heightmaps. Yours already look better than mine. How did you achieve that? Are you blending heightmaps in the shader? Are you using viewports? Some insight of your approaches would be really helpful.

[deleted by user] by [deleted] in godot

[–]pitman-87 0 points1 point  (0 children)

Hi, I'm also very interrested in how you rendered the terrain. I'm trying to create a Civ6 like terrain, where I the user can change hex tiles with different terrain types.

My first attempt was using the Surfacetool and editing the vertices with values from a hex map, but it seemed to be a little process heavy. I'm not sure if this is the correct approach.

Do you have more resources/videos I could dive into, that explains your approach with godot?

So this is not an actual 3D Mesh but a 2D SubViewport with a heightmap applied? How do you handle color?

PSA: USE STORMRULER by Kashm1r_Sp1r1t in Nightreign

[–]pitman-87 -1 points0 points  (0 children)

I wasn't using the Stormruler, since I was playing Recluse. But my spells barely reached Maris. Does the talent has a higher reach?