insomniac_lemon

joined 7 months ago
[–] [email protected] 2 points 1 week ago

Moneyed publisher that still leans on crowdfunding and social media self-promotion (on top of EA). See also the Roots of Pacha dispute (or the 4 games with mixed reviews).

[–] [email protected] 2 points 1 week ago

I have been tinkering with those settings recently. I really enjoy how powerful editing the environment is, though I was getting freezing (not just Godot itself)... I think caused by multi-window mode.

I'm using untextured*+low-poly models though, so the advanced stuff is a bit hit-or-miss. Or maybe it just seems that way as small issues like light leaking are more prominent without textures.

Also when self-shadows are ugly I'm not sure how you fix that (other than perhaps not making concave details) when creating models. Doesn't seem like you can just disable shadows via material without also scripting the sun to hide when indoors (masking likely is the solution, but that is node config).

* vertex colors, I was messing with a shader (altering normals) until I found that lambert_wrap is what I'm looking for to improve vertex shading. Also, fog is applied to unshaded (though you can also disable fog per-material)

[–] [email protected] 2 points 1 week ago

"Parkinson’s Belt" is a term. Is it related somehow? Similar toxins from the bacteria or water contaminated by industry/agriculture acts as germination for said harmful bacteria?

[–] [email protected] 12 points 1 week ago (2 children)

Does it need to be paid in a specific way? I would like to see the most petty way it could be paid out. I imagine with such a large amount people would quit or refuse to count it.

[–] [email protected] 1 points 1 week ago* (last edited 1 week ago)

A lot of different game styles could work with a single directional light, with different possible techniques (ceiling/background) for top-down and 1st/3rd-person.

Though I think I found the best way:

NORMAL = (vec3(NORMAL.x, 1.0, NORMAL.z));

EDIT: Actually, diffuse_lambert_wrap is what I'm looking for. Although for more distinct shadows, the normal editing does look better than the other shading modes.

old editThis helps make shadows look better (by reducing them) though is not quite perfect. The shadows_disabled render mode removes the ugly self-shadows (not other cast/diffuse shadows) but also means that objects won't be dark from just pure darkness. Specifically my issue here is with directional light shadows, and even then it's because it seems internal mesh can cast a shadow (the shadows are also uglier than floor shadows for some reason).

Volumetric fog seems to tie it all together, working even on unshaded and seems to pair well with a lot of settings to give different aesthetic options. Really fun just iterating on settings (lights, environment, materials, shader) in my test scene with a simple gridmap. But my editor keeps crashing.

I'm feeling a workflow here, and really liking the effort:results ratio. I have a fever dream of a scene and more ideas too.

[–] [email protected] 5 points 1 week ago

Me, haunting those responsible for the wording:

The Spirit of the Harvest Moon is a spirit and the main antagonist from "The House of Discontent" S2E12p1 of Courage The Cowardly Dog Show. It is a giant floating bald head of a moon-esque man: with glowing white skin, scowling black lips, and pure black eye sockets. not a cyborg.

 

This is for models that use vertex colors. I want all faces with the max brightness of the object. So in daytime lighting it should look unshaded, but in a dark environment it should darken (like the thumbnail).

What I've tried:

  • using vertex_lighting* and then setting the normal directly (eg NORMAL = vec3(0.0, 1.0, 0.0);)
    • this works, but only if the lighting is perfectly overhead... a slightly wrong angle or even too far into the middle of an omnilight will create a shadow
  • attempting to save the original color value, change the normal, and then bring it the old brightness back via max() if the new value is dimmer
    • lots of moving parts/assumptions on my part here
  • other math stuff with NORMAL/VERTEX, abs() and normalize() etc
    • on top of the direction failure, there's also failure to keep consistent brightness (with a spinning animation), and darkening across a TextMesh

I also know I could do this with unshaded and just multiply/mix it in the shader, but I don't really like the idea of making a custom lighting/detection system (rather than using actual lights, that is).

I am not totally against diffuse shading, something like a vertex toon shader (2-3 brightness bands) could be interesting aesthetically. If that's even possible, it seems like the vertex light calculation is hardcoded (though it's also possible I just don't understand it).

* this is a relatively re-added feature (4.4)

[–] [email protected] 24 points 2 weeks ago* (last edited 2 weeks ago)

For a practical test, search for kbin.social (and then ctrl+f for it also to get the direct results). Or, just look at a community: [email protected]

The only thing that appears missing is the ~~avatars~~ images. Though I assume the text content is doomed in the long-run when it comes to new instances, as I doubt re-federation (3rd-party federation) is a thing. Unless of course, someone manually crossposts said content.

[–] [email protected] 1 points 2 weeks ago* (last edited 2 weeks ago)

I feel it's more true for Nim-lang. No dealing with pointers (it's possible, just not a normal thing like int**, Nim has newer memory management options like arc/orc). There's also stuff like for i in 0 .. 9 (and ranges like that have more options/uses too)**

I mean I guess there is overlap (both languages have UFCS and interop). So it might come down to syntax or specific implementation. Though I imagine for those who like the braces style, there are other options to look at like Zig (or Rust, there is complexity but also popularity).

I know there is some difficulty when it comes to a language being niche (at least when lacking knowledge), and that's certainly my experience with Nim.

* the asterisk is instead used for public+importable

** I guess D does have this as foreach (i; 0 .. 3), though not quite the same

[–] [email protected] 3 points 2 weeks ago* (last edited 2 weeks ago)

Even in the deepest suburbs it’s not that hard to form community and connection with your neighbors.

I get that it’s less “fun” to go out and make friends if you don’t got a riverwalk and cafes, but the most important ingredient is still there, which is other people you just need to step up and make things happen.

A man in a suit (John Mulaney) on a stage with a blank/serious expression on his face. The words "Not unless everyone gets real cool about a bunch of stuff really quickly." are displayed.

There are so many angles to why isolated people don't "just go out and talk to people", though I will spare the rant as I live in an area likely much less densely populated than a suburb so I'm not sure how well my experience would map to what you're saying.

Well, other than it's a lot easier for some people than others due to many aspects (like the bit you mention about dogs will work better for someone who also has a dog) but those are already the sort of things that are the difference between someone with some sort of social life vs someone with none.

[–] [email protected] 25 points 2 weeks ago

You use AI to code for you.

I alone use the wrong type of hammer to slowly and frustratedly get very basic tasks accomplished once every season if I'm lucky...

we are not the same.

[–] [email protected] 5 points 3 weeks ago (1 children)

All I can think here is

An elderly woman at a piano looks at some papers while saying "What is happening?"

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submitted 6 months ago* (last edited 6 months ago) by [email protected] to c/[email protected]
 

XFCE note: autohide panel (the clock is not), accessibility WM tweaks turned on (hide title...) as I usually have a window maximized. Raise-on-focus (Window Manager settings, similar setting in tweaks for window cycling) turned off, allowing rolled-up windows to not disappear when unfocused.

System note: ~~I have not maintained it well, broken dependencies right now and have finally got bit by nVidia as my system won't properly wake from suspend. Getting an alternative GPU is somewhat of a mess, especially prices and getting full performance.~~ EDIT: Updated, working fine now



I made this ultra-minimalist window theme a while ago (this is the second version, with the widget-capable layout and style-based color accent) and have been using it.

The title is 12px tall (the buttons are default 8px, though can get taller with alternate hover/click states).

At this size, XFWM has a design issue with font sizes/baselines so most fonts are cut off (the selected font is Nimbus Mono PS Bold 10, larger has text descenders cut because text can't overlap window contents)

I would try to take this idea further (and fix some of XFWM's other relevant issues) with my own WM but I use a somewhat niche language and couldn't figure out how to render a rectangle the last time I looked into it (the WM I was looking at doesn't have titles/window controls).

Not set on a name as lots of themes have size-based names but are not as minimal.

 

Personal note: Aside from a software demo (+very small change to other demo) and a basic 3D character controller (which I need to work on again), I really haven't worked with this much.

I have been more focused on vertex color models and their use in Godot. Haven't done much here either... but have started a collection of materials, got billboarded models* working and a simple gridmap.

*=face negative Y in blender, apply rotation. Otherwise it will not export properly.

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