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Joined 9 months ago
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Cake day: November 20th, 2024

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  • I am not sure I got the first issue, you can rotate each tile individually before placing them.

    That’s the issue. I don’t want a sideways room tile, and for pure cube tiles rotation is only an annoyance.

    based on any provided 2d shape would do that. We can find a way to make them fit in a grid with some roundings

    Sure. I guess this would work but I dislike how custom of a solution that seems to be for what I’d say is general usage.

    I just want bitwise calculation 1x1x1 to 8x8x8, so I can place down a chonky arena wall (8x8x2) in the same grid as a hallway (1x2x1) etc without risk of double-occupying cells. The only time I’d want that is for non-block models that are designed to occupy the same space (different types of wall decorations).

    Autotiling would be nice, but that’s a step up. Similarly, cell types like on_wall, on_floor, and on_ceiling (and in_air/not_on_floor?) could (if their cell type is empty) allow autorotated placement (similar to the raycast placement added not long ago).

    These are the sorts of thing that would go in a proposal, possibly someone has already made these suggestions. If not, I am sure someone else would have better results writing it that myself. EDIT: proposal 1713


  • What I’m missing here is the ability to restrict rotation. Some cell types you will only want 1 rotation, some not at all (or maybe some other type state flipping/change rather than a different cell type). Especially if this could be done via Blender node name.

    Also would be nice if multiple sizes of cells (like 1x2) were detected properly (both 1x2 gridmap or cells that can overlap are not ideal). I was already planning on smaller gridmap(s) for obstacles/room-decoration etc but I assume populated cells from other gridmaps is not something taken into account there either (unless you manually do something with a script).

    I have also had issues with grid placement (offset) I assume because of origin. I had it working with a nice placement scene but ran into an issue when I had to remake the gridmap (because data loss, and yes I probably did something different), I ended up fixing it by putting all tiles in the center instead. Really annoying to fix that when I need to import the .glb and then export an unchanged scene to the meshlib.


  • I was going to say I wanted to see video of it in action, but after search on YT (video was not much more than your picture) in the recommendations I saw the donkey bike (aka velocinno, or velocino?) that looks like a more interesting small (but odd) bike.

    Odd because small front wheel (normal back wheel) and optional wraparound-behind-rider handlebars. Both gray footage (and British narration) and also many people chopping 2 bikes together (a child’s bike for the front wheel) to make it.

    No idea on how it is to ride (at least inverted behind-rider) though.

    left: a line diagram of a Donkey bike, showing a forwards and reversed configurations. right: a photograph or illustration on the front of a pack of cigarettes, of a besuited man riding said bike while smoking with his free hand

    EDIT: Seeing video of the non-reverse-mounted handlebars, I’m not sure the claim about changing posture is even true (that’s just about handlebar height, and it seems same either way). I think I’d prefer typical even just for mirror/shifting/bell/etc and mount-dismount (hop-back and tilt-bike-up if-needed).

    I mentioned in another comment retro-direct drive, pedalling backwards for the low gear would make something like this even weirder/cooler.


  • I have a similar feeling for my barely-an-ebike (250w geared folder, ~45lbs, bought on-sale). I sometimes wonder how a non-e bike would compare, it seems like it might be easier so long as I’m half-in-shape (though I don’t have a lot of incentive to ride, so I don’t exactly stay half-in-shape, so I’d probably need a nice stationary bike too).

    Wish I could try out a minivelo, probably not much chance of that in USA particularly not for a cheap price. Maybe a folder that’s better-designed than mine (D4S), Brompton is almost a dream (aside from even tinier wheels than 20") except way too expensive. Similarly, a lighter-weight frame like magnesium or titanium would be nice but probably also no.

    EDIT: I forgot to say, if I didn’t go with a derailleur a retro-direct drive would be neat. Maybe even cool to make a minivelo with that myself, not that I have really anything required to do so (converting it, maybe). Better if it were somewhat easy to swap gears out (like per-season sort of thing).


  • EDIT: On second look I’m guessing the description was more of a rhetorical (which would make more sense if it were read before the image). So all I can say is

    <me pretending I have a project>: haha same

    original

    I have all of the free time but feel terrible most of the time, so everything really. When I actually do sit down to actually try something,

    it:

    a. goes nowhere (failed attempt or no idea on how to start)

    b. works, but has some blocking issue (or otherwise is not as viable as I hoped)

    c. is… fine, but not quite smooth for me

    d. does not seem to exist as I expect, slowing my workflow

    e. is actually viable, but clunky (Godot’s gridmap, unless manual config)

    Not that I really have ideas, more of annoyances with common game mechanics (or that lots of new stuff is bloated from textures/video/non-compressed audio etc.) really.

    For a couple of things I have made (both text-file formats+loaders), one of them I had no desire to do the writing to utilize (adventure book, for a toolkit… also font scaling wasn’t as good I wanted) and the other (2D polygons, Raylib bindings) I was a bit unsure on usage (fans vs strips, loading multiple) and couldn’t be bothered to develop to a usable state (GUI editor etc).

    Some of it I know I just need to start with something simpler (I am already leaning towards this with 2D or 3D polygons) and get anything started*, but I don’t seem to be there yet. Maybe something will change…

    * still difficult having an idea that is both viable and engaging for me, and even the simplest 3D I’d still need to put a bit more prep-work in (Blender template file, importer script for materials and better node view, checking Godot color palette options to see if one allows keeping my x5 ramp width) unless I just don’t do that and ignore/manually do some of those (material overrides on import aren’t difficult for example, particularly when I won’t have many materials anyway)



  • 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)



  • 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 edit

    This 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.







  • Would be clearer if you gave an example.

    I’m guessing you mean VR painting. Or something similar like 3D sculpting (with some device setup that feels more immersive)?

    There’s also texture painting and vertex painting*, but those are only part of working on something 3D.

    * and no I don’t mean in the behind-the-scenes way it’s often used for some technical feature, I mean vertex color that is used for the final (likely low-poly) result. Like

    Spyro's skyboxes.

    The Lofty Castle skybox from the original Spyro. A beautiful sky, with the bottom half being dark-ish purple space with small triangular stars, the top-half with a visible planet and another smaller planet/moon in a blue sky, with the middle of the sky being separated by a line of clouds with an orange/pink glow on the upper half

    I guess you could even mean mini/model painting (I say because you also posted this on the 3Dprinting community).





  • If would be more productive to encourage blocking by making it more powerful/less of a chore.

    • general categories/tags to filter out (plus allow-list) rather than manual blocking
    • put ‘block community’ in more options so blocking can be done with less clicks (/for nsfw comms)
    • a way to limit how many posts from a community are shown on the same page, or from the same user (maybe an option like only show most relevant post per hour/half-hour etc)
      • ideally communities would allow setting how posts are sent to all, even if it’s just a post setting
      • or posts could be more aggressively grouped, similar with crossposts (or things that were not detected as a crosspost but likely should’ve been)

    Also honestly once a block list is 50+ it already seems like named blocklists are needed to properly manage things.



  • I’m well aware, I ride my bike on a trail (though not many destinations and heat can be an issue) and I even reorganized my room recently. Though it seems like it’s impossible to control/sustain.

    For me (carless) it’s more about the distance to even picking up medication (more-so care esp not-the-closest-hospital), paperwork and appointments, time slots and waiting lists. Family is anti-doctor. Many of my issues likely won’t be helped much by standard medical options, even depression (particularly when something like a personality disorder is part of it) already seems like a coin flip.

    Also with the current administration I don’t trust that if I got started I’d still have access before getting stable (plus you cannot just take a break from most brain meds w/o tapering off).