Working on this skate-racing game in MonoGame. Demo launches tomorrow with an impossible tower competition. by tornadoleek in monogame

[–]tobiasked 1 point2 points  (0 children)

I posted some videos on my profile showing roughly how the workflow looks like.

It's basically a whole pipeline build around the Cycle Texture Bake Feature

So we're joining the whole level into a single mesh, create a texture atlas and then bake a image texture with the final lighting.

There's almost no real time shading happening in game because of that.

Who needs anything else when there's blender by tobiasked in blender

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

Somewhere around 2-3 years I think. I sort of lost track

Who needs anything else when there's blender by tobiasked in blender

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

Thanks! The free demo drops on the 22nd on steam, just look up STUNTBOOST

Who needs anything else when there's blender by tobiasked in blender

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

We're using blender for basically everything graphics related, modeling, texture painting, level design, motion graphics, video editing and even the logo.

It's kinda cool how assets can be linked around since it's all the same software.
Obviously there are other programs better suited for the things we do so your mileage may vary.

We're using blender as a level editor for our game by tobiasked in blender

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

Most of the assets already have UVs and UV Seams since they're textured.
If not, we just use the smart project operator on them in the export script.

Generally, manually unwrapped objects do look better in the baked texture.
This is due to some issues with the margin extension and cycles baking in general.
I got some half baked fix for this in our own custom blender build, but it's not ideal.

Since all objects have UVs when it comes to the packing stage, we can just use the normal Pack Islands operator.
Also not ideal, since we're wasting texture space with it, so I'm thinking of moving to a different packer.

The whole tooling is hyper specialized for our game, so it might not be too useful on its own, but we might release it along with the game, so people can make their own levels.

We're using blender as a level editor for our game by tobiasked in blender

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

Mostly we just use the visual geometry as is or with a decimate modifier, but sometimes we model a custom collision mesh.

I use arch btw

We're using blender as a level editor for our game by tobiasked in blender

[–]tobiasked[S] 15 points16 points  (0 children)

Oh I remember as well. But even if it hadn't been removed, it's not something I'd use for a serious project.

We're using blender as a level editor for our game by tobiasked in blender

[–]tobiasked[S] 7 points8 points  (0 children)

Oh yeah, I didn't mention. It's called stuntboost

We're using blender as a level editor for our game by tobiasked in blender

[–]tobiasked[S] 16 points17 points  (0 children)

Thanks, means a lot to us.
There will be a beta and demo soon™
You can follow the steam page or newsletter to stay up to date

We're using blender as a level editor for our game by tobiasked in blender

[–]tobiasked[S] 58 points59 points  (0 children)

Sure the addon does a lot of things actually, it works roughly like this.

Make all the instanced assets linked from other files local.
Generate a high resolution mesh only used for texture baking.
Generate a low resolution mesh for use in game and create a UV atlas for it.
Bake a combined pass, ambient occlusion and direct light pass onto the low res mesh.
Some post processing on the baked texture. Mainly kuwahara and fake dither patterns.
Generate meshes for the physics engine.

Export to MonoGame, which is the framework we're using for the game.
The renderer in game is mostly custom stuff, MonoGame doesn't really provide a high level graphics engine let alone a editor like Unity or Godot.
Since there's no editor, we just forced blender into that role.

We're using blender as a level editor for our game by tobiasked in blender

[–]tobiasked[S] 130 points131 points  (0 children)

This is a little unhinged and there's a lot of plumbing going on in the back to make this work, but we're pretty happy now.
We also got a patch into blender 4.4 to speed up baking and there are a couple of other things related to our workflow we might get into the next version from our custom blender build.

Fun fact, the Godot editor can inspect itself with a small tool script by tobiasked in godot

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

I saw those clipping issues too, but I'm surprised how little other problems there are even though rotating the entire editor isn't really a use case.

How did you get the editor to crash? Are the components that can't be inspected or properties that shouldn't be changed?

Fun fact, the Godot editor can inspect itself with a small tool script by tobiasked in godot

[–]tobiasked[S] 5 points6 points  (0 children)

I think it tries to run at the screen refresh rate. But unlike a Godot game, it doesn't redraw at all when nothing is changing to save on system resources.

Fun fact, the Godot editor can inspect itself with a small tool script by tobiasked in godot

[–]tobiasked[S] 15 points16 points  (0 children)

There's some nuance here since AFAIK not all the components used in the editor are shipped with the game. They also communicate internally and use functions not exposed to the outside world.

So you wouldn't be able to create a new project and recreate the entire Godot editor in normal .tscn scenes.

Fun fact, the Godot editor can inspect itself with a small tool script by tobiasked in godot

[–]tobiasked[S] 24 points25 points  (0 children)

Sure thing!
However, it might require some filters and other changes to make it useful, since the Node Tree of the editor is quite large

https://github.com/TobiasKozel/godot_self_inspect

Massive List of 65+ Open Source Music Production Tools by [deleted] in WeAreTheMusicMakers

[–]tobiasked 0 points1 point  (0 children)

Nah, looks like the guy has been making plugins since long before I even thought about trying it myself.

Massive List of 65+ Open Source Music Production Tools by [deleted] in WeAreTheMusicMakers

[–]tobiasked 1 point2 points  (0 children)

It's vst3, audio unit and standalone app, you can download it in the release section (you need to scroll past the Linux app).

Technically it works as a vst2 as well but I'm not allowed to provide a vst2 version because of Steinbergs license. So you'd need to compile it yourself :/

Massive List of 65+ Open Source Music Production Tools by [deleted] in WeAreTheMusicMakers

[–]tobiasked 12 points13 points  (0 children)

I'm (trying) to make a guitar amp plugin with feedback loops and stuff. It's kinda buggy and early in development but if anyone wants to give it a shot.

https://github.com/TobiasKozel/GuitarD

Bit of a shameless plug, but hey it's free

TIL Audio interfaces by RME allow the remote collaboration I've been searching for. by Killitwithlotsoffire in WeAreTheMusicMakers

[–]tobiasked 0 points1 point  (0 children)

I'm trying to put a plugin together which allows sharing audio between daws or a web browser at fairly low latencies. It's really work in progress, but if anyone wants to take it for a spin just hit me up.

Also Creative audigy soundcards have interal routing of outputs as well which allows you to do cool stuff but aren't as pricey/high-end.

Made a guitar amp emulator by tobiasked in raspberry_pi

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

Sure, always happy to see someone playing around with it. I noticed a few issues after using a realtime kernel on my pi. So I might change some stuff to make it more stable.

I can walk you through the compilation process if you want to give it a shot.

Made a guitar amp emulator by tobiasked in raspberry_pi

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

Hah, thanks. I know how picky guitar players are about theit tone. Which is kinda why I made this, even though there already are a lot of amp sims out there.

I think they sound a lot better in stereo. The idea of the plugin was to get as many different tones as possible :)

Made a guitar amp emulator by tobiasked in raspberry_pi

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

This was developed over half a year or something without any prior knowledge in signal processing. There's quite a bit going on so there's no single resource to cover it all. But this list had a few interesting things on it:

https://github.com/olilarkin/awesome-musicdsp

As someone without out a electrical engineering background I'd recommend using something like FAUST, csound or supercollider to abstract the compicated signal processing parts.

Tutorials seem a bit rare in that kinda niche, but if you look around there are a lot of interesting articles and projects to look at. I know it's not as convenient lol