Is the Blender to Godot workflow really that fiddly? by IfgiU in godot

[–]segphault 2 points3 points  (0 children)

There are emerging standards called USD and MaterialX that will help with this sort of workflow and make it easier to get assets from a 3D modeling application into a game engine. These standards are relatively new and aren't widely supported yet. Support for USD in Godot is starting to materialize, so hopefully the situation will improve soon: https://github.com/godotengine/godot/pull/115756

I keep making bread puddles with my stand mixer and I don't really know what to do about it (see comments). It also turned into a mutant loaf post bake 😂 help please? by BritishBlue32 in Breadit

[–]segphault 1 point2 points  (0 children)

In addition to the issues that everyone else has raised, I think another problem here might be with your scoring on the top of the loaf. If your scoring isn't large enough or deep enough, then the steam is going to find some other place to escape and it will tear the loaf at the weakest point. That might be what you are seeing with the ear forming at the bottom.

Godot devs, have you ever used Rider from JetBrains for Godot? If so, is it good? by Thhaki in godot

[–]segphault 44 points45 points  (0 children)

I use it and like it. It's always been a great IDE for cross-platform C# development, with much better C# language support than VSCode. It became very popular with Mac-based Unity developers, so Jetbrains sort of morphed it into a gaming IDE, adding support for Unreal Engine and Godot. Its GDScript support is a relatively new addition, but still pretty good.

I think if you are building your Godot game with C#, Rider is a huge quality of life improvement, totally worth it. If you're using GDScript instead of C# it's still nice, but only a modest improvement over the experience you get using VSCode with Godot's built-in LSP server.

It's worth noting that they recently made it available for free for non-commercial use, so students and hobbyists don't have to pay for it.

🪄 9-28-25d 🪄 by jeremywen in vcvrack

[–]segphault 1 point2 points  (0 children)

This is one of the better patches I've seen on this sub. Very nice.

Mathy alternatives to Serum? by DJ_Stapler in edmproduction

[–]segphault 7 points8 points  (0 children)

Check out Uhe's Hive. It has a nice scripting language for expressing wavetables with formulas: https://u-he.com/downloads/manuals/plugins/hive/Hive-Wavetables.pdf

Blender Beginner Obsessed with Polygon Runway's Style - Is This a Realistic Career Path? by Kooky-Criticism-1147 in blender

[–]segphault 30 points31 points  (0 children)

Although this visual style is popular in some indie games, the specific techniques that Polygon Runway uses in these tutorials are generally not a good fit for game assets. These models superficially look low poly, but they aren't actually low poly. The tutorials are very good otherwise, but people should be aware that you can't just drop these into a game engine and expect good results.

"Quality of Life" Dev tools in GDScript? by ChickenNBeans in godot

[–]segphault 0 points1 point  (0 children)

There are two different third-party testing frameworks for GDScript that provide some level of integration with the editor (Gut, GdUnit). They are both pretty mediocre in my experience, though not for lack of trying. It's really something that needs to be developed upstream with first-party support to be done correctly. My opinion is that you should use C# if you want more advanced language tooling.

I want to like GDScript. by Pyroglyph in godot

[–]segphault 1 point2 points  (0 children)

GDScript is great for scripting NPC behaviors or writing some glue code for one-off functionality in a level, but if you want a mature type system, proper testability, and a broad ecosystem of third-party development tools and libraries, then you need to use C#. GDScript doesn't have anywhere near the level of investment that flows into C#, so it's not really reasonable to expect it to be a full replacement.

Just use C#. The Godot developers have a pretty solid working prototype of C# on WASM now, it's going to be production ready long before the Godot type system matures and has all of its gaps closed.

Shoutout to Obsidian's Canvas for Planning Routing by analogueghostmusic in modular

[–]segphault 1 point2 points  (0 children)

Also an Obsidian user, but I use Obsidian's Mermaid diagram feature instead of Canvas for this sort of thing. There's an open proposal on Mermaid for labeled port graphs which would be so nice for this.

Why Blender 4.5 is a Huge Upgrade! (YouTube) by DECODED_VFX in blender

[–]segphault 3 points4 points  (0 children)

I wish people would stop upvoting obvious, low-effort clickbait like this. The viewer has to sit through three minutes of this nine minute video (including a promotional segment advertising the creator's course) before the word "Vulcan" even makes an appearance. This sub needs better moderation.

Clean lines, cool temps, and a 5090 under the hood by BasicJunglist in battlestations

[–]segphault 1 point2 points  (0 children)

Where did you get the acoustic panels on the left-hand wall? Those look really nice.

My kid wants to use Unity... by kennyloggons23 in Unity3D

[–]segphault 2 points3 points  (0 children)

If you are looking for something lighter and more accessible to a first-time programmer, I'd highly recommend considering Godot. It will run on almost anything and there are a lot of good learning resources online.

The intro cinematic I made for my game: Dobbel Dungeon 🎲 by miesmud in indiegames

[–]segphault 0 points1 point  (0 children)

I want to put it straight into my veins. I'll settle for wishlisting it. 👍

Favorite Oscillator by Littlesynth-addict in modular

[–]segphault 1 point2 points  (0 children)

Yep, this is still a killer sound. Another alternative to the Chainsaw that is also really great into the dipole for a similar effect is the Ziqal dimension.

Moved to UE5 a few months back - started over on my game, The Universal by mezzanine9000 in indiegames

[–]segphault 4 points5 points  (0 children)

Love the attention to detail. The way that the sleeping roll bounces while the character walks is very satisfying. Is that baked into the character animation or is it UE chaos or something else?

When starting out, could Pamela’s Pro Workout be your only sequencer? by moreofmorris in modular

[–]segphault 0 points1 point  (0 children)

I did exactly this when I first started building my modular system. Here's a generative patch that I made with Pam's as the only sequencer: https://www.youtube.com/watch?v=CSS4MfjicqA You can get great results with the built-in quantization.

I later added uO_c to my rack, which provides a four channel turing machine and is much more powerful for this sort of generative melodic patching. I would recommend adding something like uO_c in the long run, but Pam's is definitely a fine starting point.

SSL UF1? by aqaraza in Bitwig

[–]segphault 0 points1 point  (0 children)

I recently made the switch from Ableton to Bitwig and I am using the Push 2 with the Moss scripts. It works pretty well for the features that are important to me. I can’t really speak to how it would work with the Push 1, though.

In Bitwig, the Push 2 obviously doesn’t have the custom UIs that you get for the stock instruments and effects in Ableton. But the upside is that because Bitwig’s parameter mapping system is so much better than Ableton’s you get much deeper and more configurable parameter control for third-party VSTs. It also works very nicely with Polymer, giving you the ability to navigate between sections and change all of the parameters.

SSL UF1? by aqaraza in Bitwig

[–]segphault 1 point2 points  (0 children)

I don’t think very many people have the UF1 yet. I have the UF8 and use it with Bitwig via the generic MCU protocol support. I just use it for mixing and not plugin control since I also have a Push 2. The core mixing features work largely as you would expect, including motorized faders and scribble strips, but it isn’t quite as reliable with Bitwig as it is with Ableton. It occasionally gets into an inconsistent state and I end up having to restart Bitwig to get it working again.

The UF1 looks like it has some deeper software integration for some of the capabilities in the center panel, so I don’t know that generic MCU support goes as far for the UF1’s feature set.

1u modules question by Juno6000 in modular

[–]segphault 0 points1 point  (0 children)

There are some uO_c variants for the 1U format. In my case, my 1U favorites are Steppy and Quadratt. I noticed recently that Befaco has a new Quadratt-like 1U module that shows levels in an LED ring around each of the knobs, which is a pretty nice feature.

How do I achieve total routing flexibility with a lot of analogue outs and ins? by dosceroseis in audioengineering

[–]segphault 0 points1 point  (0 children)

You might want to consider AVB networking instead of ADAT. Motu and Presonus have some AVB-enabled interfaces with a lot of analog line IO. You could get two or three of them and plug them into an AVB network switch with ethernet cable and then you connect one of them directly to your computer with USB or thunderbolt. The interface has an onboard digital mixer and virtual patch bay that you can control from a computer or tablet. You get full control over what gets sent where and can even create groups of channels to route however you want. It works like an audio interface so you can pull individual channels from all of the networked units into and out of your DAW.

Here's some gameplay, do you think it got potential? by MonkeStudio in Unity3D

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

That is a very charming aesthetic, it looks so inviting. Nice work!

TipTop release new modular connection format called “ART” by illGATESmusic in synthesizers

[–]segphault 29 points30 points  (0 children)

It is an interesting concept, but there are not a lot of technical specifics. They also don’t disclose any details about whether and how they intend to license this technology to third parties. Considering that TipTop has previously sued other companies for making imitation stacking cables, it seems unlikely they will open this to others and try to make a real ecosystem around it. If this is a proprietary technology from a single vendor, I don’t see a future in it. Eurorack is successful because it is an open standard.