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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 feel it’s more true for Nim-lang. No dealing with pointers (it’s possible, just not a normal thing like int**, Nim has newer memory management options like arc/orc). There’s also stuff like for i in 0 .. 9 (and ranges like that have more options/uses too)**

    I mean I guess there is overlap (both languages have UFCS and interop). So it might come down to syntax or specific implementation. Though I imagine for those who like the braces style, there are other options to look at like Zig (or Rust, there is complexity but also popularity).

    I know there is some difficulty when it comes to a language being niche (at least when lacking knowledge), and that’s certainly my experience with Nim.

    * the asterisk is instead used for public+importable

    ** I guess D does have this as foreach (i; 0 .. 3), though not quite the same



  • Neither, I want to have my brain scan put into a robot and live forever

    I will never be convinced that isn’t a copy. Grod-dang emdot-tu drives don’t have thoughts, Michael!

    Now getting a brain case to be put into other bodies? Sure. Though I would immediately be unrecognizable as a human, not because I’d become some cyberbrute but because I’d be something more like Wall-E(/an ROV) or at times some monolith in a forest tied into the Myconet.

    Maybe humanoid arms, maybe eyes that aren’t cameras, but other than that I’m not sure. Maybe living gel (that assists with homeostasis, bioreaction) though that wouldn’t be obviously human either. It might be the most obvious just when I’m doing some hobby-esque things, or making a mistake and immediately being aware of it.




  • I feel like if it’s not every day+not a money issue+well below combustion+not putting a significant risk on others (driving) then it’s probably not too bad.

    Having usage that is less instant, less portable, less potent, less common, or more variable may help too (ritual, not habit). Also if your stuff is low-quality (cheap/free) you probably won’t worry so much about wasting it if you let it sit.

    Or maybe that’s a cope from me in a similar spot. Though either way things are not changing for the better for me, aside from maybe the small (mostly sustaining) steps I’m still doing.