insomniac_lemon

joined 7 months ago
[โ€“] [email protected] 2 points 1 hour ago

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.

[โ€“] [email protected] 3 points 1 day ago

Does the water give fish arms and legs?

Actually scratch that it don't matter. How much river water do I have to drink until my pollution stops? Or maybe not if it makes me piss more. Isn't that pollution? Some kind of sick game you're pulling here, buster.

[โ€“] [email protected] 3 points 3 days ago

Get me out of here. I already use FOSS*, tell me what license to use and I can also do testing (both bug reports and medical/biomech stuff).

I know, probably not even close to a real option. Same as it ever was.

* Godot, Blender, Krita, Linux etc

[โ€“] [email protected] 1 points 5 days ago

This seems to be an issue with most new cards.

AMD because it isn't full-width PCIe connection (x8 or even x4) so you have less bandwidth on PCIe 3.0.

Intel Arc has a reliance on ResizableBAR but also some issues caused by less-new CPUs (which I assume is some graphics pipeline thing).

[โ€“] [email protected] 2 points 6 days ago

Are loads of people using mtb downhill tires (on roads?), or something with a better formulation and less aggressive tread? Longer-lasting tires is a clear incentive.

Knobby tires on a truck/jeep to fetch groceries seems like the same issue but worse. Though either way, IIRC this is a bigger issue when tires are brand-new.

I think you are underestimating how much power/friction is going into that much rubber on vehicles that are thousands of pounds empty and can go 50mph+ and the braking force needed too (which also creates dust). It's an entirely different scale, especially oversized trucks and semitrucks.

[โ€“] [email protected] 2 points 1 week ago* (last edited 1 week ago)

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).

[โ€“] [email protected] 6 points 1 week ago* (last edited 1 week ago) (2 children)

Spew is probably the qualifier there, referring to how the amount of particles is tied to vehicle weight (similar to road wear). A heavy e-bike probably sheds more than other bikes, but also probably still significantly less than even the average truck (to the point bike vs ebike is probably negligible in most cases).

Well, also even a fat-tire ebike has a significantly smaller contact patch than most cars (edit: perhaps even smaller when compared to one car tire).

[โ€“] [email protected] 5 points 1 week ago (3 children)

I don't like the idea of needing to lower the seat post to work as the foot. Unless seat adjustment is different, like some sort of stop.

Similarly, with my folding bike I tend to fold the handlebars down OR fold the frame but not both. Some of that is the design of mine, but really I only care about making it compact in 1 dimension.

Not great headline, though article itself does say 'in perspective'. My ebike was half that (years ago on sale, now no longer sold) but also almost double the weight (though also with gears, double capacity battery, 1-size-up wheels).

[โ€“] [email protected] 3 points 1 week ago

If I had anywhere to go, I expect it'd take a multi-step plan and living on a boat for a while.

Though I'm a shut-in in a sparse area and have too many issues, so not sure it's likely someone would pick/help me.

[โ€“] [email protected] 5 points 1 week ago* (last edited 1 week ago)

I don't think I have any federation issues (at least directly), but yeah I don't get replies probably because what I post is too niche. On 3 posts so far at least (~8 upvotes each) in 3 different communities.

Well, looking back most anything I post is probably doomed this way no matter the instance, unless maybe it's something more general or eye-catching on a bigger community.

[โ€“] [email protected] 7 points 1 week ago* (last edited 1 week ago) (3 children)

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).

 

Ideally, modularity would be configured during asset creation. Like how Godot already allows Blender naming to do some stuff like this (even empties into joints/wheels) on import.

For basic use, I assume some of it could be done with an import script to split one scene into multiple variants based on the node tree (and names) with some simple logic/keywords. Likely makes even more sense with component-based code and using the same handling for editing code parameters.

For more advanced capability (particularly up to a character/vehicle editor) I assume it'd involve an add-on as well. At least it'd need a really solid editor script to handle offsets, symmetry/flipping (optionally, more inputs), scaling or other parameters. Something where you could easily create a new variation via a node or function call.

The ultimate form of this would be something that uses a flexible connector system, to the point you could probably assemble characters from 3D-printed parts if not a small scene.



I have explored multiple options. I know gridmap* could likely handle some of this (smaller grid for static objects, maybe other tricks for semi-static entities), I've been working on a custom shader with parameters to help with dynamic stuff (csg/textmesh color, color replacement for effects like emission or animation).

I assume things like Cyclops (level editor) or SDF modeling (and animations) could be used for an in-engine workflow. Though I am already having freezing/crashing (including some data loss) when editing things with shaders/lighting (4.4.1) so I have not tried those yet.

Also on a more basic level, I assume some rigging can be done just with node visibility and animations (+state?) though I haven't tried Blender animation yet.

* though from what I've seen, it seems like it's missing ways to properly configure bigger cell sizes easily. Sort of necessitating multiple grids (even in addition to walls vs decoration) or having cells that can overlap if you don't place them properly. I assume having multiple grids also does not calculate free grid spaces either (unless you mix grid and non-grid to use the new raycast placement).

 

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)

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submitted 7 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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