Bezier

joined 1 year ago
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[–] [email protected] 3 points 2 months ago

Yea I'd play this

[–] [email protected] 10 points 2 months ago* (last edited 2 months ago)

It's there to lower your guard so the body hits your sanity harder

[–] [email protected] 16 points 2 months ago (1 children)
[–] [email protected] 126 points 2 months ago (30 children)

The point of many of android's "protection" features isn't to protect the user from apps, but to protect apps from the user. I hate it.

[–] [email protected] 7 points 2 months ago* (last edited 2 months ago)

Very useful graph. I don't think there was much human oversight here. It would have cost about nothing to at least generate another image.

[–] [email protected] 15 points 2 months ago

You get one for free

[–] [email protected] 14 points 2 months ago

They are already kind of yellow warning labels

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

Did they even go as thin again after getting burned by the bending one?

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

Every time someone spells it with a single 't', my mind pronounces it as shite instead of shit.

[–] [email protected] 19 points 2 months ago (7 children)

I know batman isn't the most realistic thing out there, but wtf was this shit?

[–] [email protected] 7 points 2 months ago

Cool, they're rendering the chart using masked squares.

[–] [email protected] 18 points 2 months ago (2 children)

I was just thinking it didn't feel as offensive as I remembered. Seems that the fake comic sans is more normal.

 

So I've been working on this concept for a bit. The goal here is to make my game's terrain and roads in-engine, so that geometry, object spawns, traffic paths, and such are generated automatically. I'm posting this both because I wanted to share this, and to get opinions and advice.

Spoiler: more pics


Current challenge:
I have restarted this a couple times, trying different approaches. For the current iteration I have decided that I need to build the foundation properly before I bring in anything from the above screenshots.

The foundation:

The idea is to create a network of path and intersection nodes, to which I can add modifiers, such as road generator, mesh deform, or object spawn. Managing connections via editor tree became a pain very fast.

Now I need to figure out how to connect these easily, preferably via the viewport, by just dragging the path handle over the intersection handle. Any tips?

 

My script sets this value in editor. How can I keep the the changes when saving the scene?

class Anchor:
	var offset: Vector3
	var connected: Node3D
	var end: bool

var anchors: Array[Anchor]

I found this issue, so I tried fiddling with _get_property_list(), but that didn't work. It also doesn't seem that I can export the var.

Thanks

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