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Joined 2 years ago
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Cake day: November 20th, 2024

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  • Yes and yes. I’d prefer to disappear completely… including leaving less junk/mess to sort, though neither of those are happening. The best I can do is not buy things.

    I can see the don’t-leave-me vs don’t-perceive-me aspect of death, though I think a lot of people using the phrase ‘die alone’ aren’t being quite that literal. Though I don’t have a better outlook with non-literal either. Hopeless.




  • To my knowledge, this is the first time anyone has done this in Godot

    There is Zylann’s godot_sdf_blender. Not sure how it compares, though.

    octree based

    It would be cool to have Cube 2: Sauerbraten map support (I especially like things like arches and other mesh details). Though a lot of the look can be done with meshes+vertex colors (more materials for things like glow, metal) the missing piece for me is the map editing workflow* particularly something more intended for modularity (Godot’s gridmap is clunky when it comes to multiple cell sizes).

    * I haven’t been able to try the new vertex snapping, nor Trenchbroom/Cyclops

    I wonder what that and this could do together.

    Excavation game? Both in terms of globbing dirt to walls, and dynamically dividing walls down that convert to SDF objects when small enough for digged surface. Actually this seems to exist as well, JorisAR’s GDVoxelTerrain:

    This project adds a smooth voxel terrain system to godot. More precisely, it uses an octree to store an SDF, which is then meshed using a custom version of surface nets. Level of detail systems are in place for large viewing distances.


  • The interop languages (things that compile to C/C++/JS) can break the typical dilemma of inefficient-but-easy (interpreted) vs. difficult-but-fast (compiled, required low-level). Difference being lots of syntax options (Syntactic sugar, UFCS) and the compiler able to handle low-level stuff combined with leaning on a library (be it the standard library, Godot/Raylib bindings, or some fantasy console like WASM-4) it can look/feel like scripting, aside from handling types which is a safety/performance thing anyhow.

    At least that is my experience with Nim-lang, which makes much more sense to me than other newer languages (particularly ones with a higher learning curve). Some of that might just be preference though, like how Zig has C-like syntax and Nim uses whitespace.

    A specific example of flexibility, Nim has a subset called nimscript that can be used for interpreted code. This is what’s used for a Godot project called Enu that has in-game scripting (simple DSL, hot-code reloading) for block placement, entity behavior, and color usage.



  • Pattern recognition. Opposable thumbs. Kung-fu grip. Floor-sweeping. Can sometimes create something neat befitting the year 1997. Can chop and fry vegetables. Load/unloading dishwasher. Poorly-equipped operator of 2 wheels (250w assist), ~450 miles on the odometer and no current destinations (also too damn hot).

    Those are the ingredients that make it hard for me to justify myself in context of escapist fantasies (as out there as brain-in-a-can, as realistic as intentional communities yet still intangible).

    People like positive self-talk (everyone matters), though I feel it really clashes with the rent-seeking+papers-please reality that we find ourselves in. Disposable everything.




  • Various things:

    • uncompressed audio (perhaps needlessly, for lower-end CPUs)
    • pre-rendered cutscenes, multiple resolutions
    • large texture sizes (also think normal maps etc), multiple resolutions
    • redundant or unused data
    • large model sizes, or more assets in general
    • previous issues may be multiplied by multi-language support

    I would also say it could be a problem of art direction, having no constraint and ignoring smart techniques that use less data.

    Also, a higher-budget --> more preorders?
    More data --> more game?





  • Yeah, size and weight aside I feel like the CRTs I’ve used in the past weren’t close to the quality of the ones people show on ‘CRTs are amazing’ videos.

    I have no idea if it actually works for pixel effects, but the only CRT filter I like is triangular filter (offset rows gives honeycomb-ish pattern rather than lines/screen-door effect). Which would likely also make finding a CRT I actually like harder too.

    EDIT: And I could take-or-leave the filter still (except for when it clashes with CRT effects in games), though I do like what it does for 2D (UI elements and pre-rendered stuff) plus toning down the brightness on full-white screens (like intros/logos especially).



  • especially on Linux

    This is part of it for me, haven’t updated in a while (slow-ish shared internet) and then Arch moved the driver to the AUR. At this point I’d need to find a better distro, but aside from not finding one I like (with a better update structure that doesn’t give me other issues) the GPU will still be a problem (or 2 because proprietary driver).