• 4 Posts
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Joined 8 months ago
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Cake day: November 20th, 2024

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  • Also wouldn’t blender be better suited for vertex colored animations?

    I make the models in Blender. Animation itself could be done in either, but a mix of the two probably makes more sense (Blender for character animations, in-engine for more dynamic/combined stuff or scenes etc.).

    Blender-only would probably be fine if you can export to Blender Game Engine but I’m not sure it’s really a thing anymore. Godot has exports for multiple platforms (also obviously, interactivity). Though anything that could render a scene could work, Raylib or other frameworks/engines.

    I feel like in either case the point is lost though since it’ll have to be rasterized eventually.

    Not quite. The major point is that it’s being rendered on the user’s computer as-needed rather than the rasterized result being loaded for every pixel on the screen for every frame. The data difference can be huge, particularly as the frames/animations add up.

    The most “real” implementation also allows zooming and transformations whereas something like a runtime-rasterized SVG might have ugly pixellation if you do that (haven’t tested Godot’s new SVG oversampling) or even just from bezier conversion with too few points. So I prefer real minimal polygons over rasterized-solution SVGs.

    The 3D version of this isn’t even anything exotic. It’s just a 3D game without textures, using old techniques that actually still have some support thanks to being in the 3D formats. It’s an aesthetic choice that is also an optimization.


  • I miss Flash for vector reasons, both for animations and games. My internet is still slow enough to matter, especially with streaming speed/stability issues.

    WebGL is a thing but a bit of a mess, especially downloading. Ruffle or using Wick editor are options… but even Newgrounds doesn’t highlight this (unless you find it first and go to info page from there). I assume most animators just render their animations now.

    Have tinkered with vertex color (untextured) models in Godot, I see workflow possibilities there (also for 2D to a lesser extent) but good luck if it’s gotta be me. Some chunk of development is also different from the content it allows.








  • I have a dust-covered 3D printer because I bit off more than I could chew with an extruder upgrade. I actually mostly got it installed, to the point that I needed to tune the extrusion rate… but then I wired the fans wrong (because I wanted a 2nd fan) and gave up after that (I also have some chip that might be for the 2nd fan, but no idea now the change in firmware for it). Particularly because of the annoyances I already had (slicers not handling mechanical tolerances, heat, print time, material cost, print software in Linux, the idea of fumes, endless upgrades etc).

    Stuff is probably better now, but I have whatever the other side of sunk cost fallacy is. Sunk ship fallacy? Plus not so big on the idea of plastic.

    I could probably trade my printer for a smaller/newer one, but I don’t know anyone (sparse area) and no car. At one point I had hopes for the Peachy Printer but that turned into the co-founder’s house (and resin is even worse with fumes and cost, anyway).

    Other than that would be the PS3, because mine got the YLoD (I fixed it a few times until it overheated). I have another I traded for back then (it had a broken disc drive, I swapped mine in), it still works but the thermal paste is probably dry (or at least the fans spin up easily and keep running, I have no idea if it’s running too hot).






  • Not 100% sure but it also seems like the video in OP’s screenshot (and other videos for said movie) is fake widescreen (bars baked into the video at 16:9) which makes it worse for actual widescreen displays. This may be OP’s issue.

    EDIT: in some cases an extension/plugin may work. One I saw mentioned is Ultrawidify, though it will probably heavily depend on how you are watching (for instance if you have the file, something like handbrake might be able to auto-detect this and crop as well if you’re willing to do that). Though actual aspect mismatch will be a bigger issue depending on how often details will be cut off (crop/auto-zoom is a thing, better for a repeat watch or if you can quickly change it if needed).




  • Neat.

    The original did have a locally-ran demo (ATI pipe dreams), that’s better because it’s lower data and adds up with multiple songs/stages. Makes even more sense now with portable software, and better-yet web exports.

    BGE seems like it may have been a fine option for exporting a live-rendered animation at one time, but I’m not sure if it is currently. Though I guess frameworks like Raylib, Ogre, libGDX etc could even work (or Godot).

    It also could probably be branched off into a benchmark or maybe even a rhythm game.



  • 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)