popcar2

joined 1 year ago
MODERATOR OF
[–] popcar2 30 points 1 year ago (1 children)

Fiiiinally some good news on GameMaker. I honestly don't know what they were thinking with a subscription just to use the engine, their main audience is indie devs that are just starting out so they just chased them away to engines that are free to use like Godot, Unity, Unreal, etc. You can't even export web games in Gamemaker for free unless you upload it to Opera's website.

I briefly used gamemaker 2 and it was a pretty good, polished engine. Shame Opera sabotaged it so much. It was becoming clear that Godot was quickly taking its users, so the timing of this announcement is good.

[–] popcar2 18 points 1 year ago (2 children)

Since you have programming experience getting started shouldn't be too difficult for you. You can jump straight into the introduction in the docs or just jump straight into the your first game section. It gives you a quick intro and tells you how to get around.

After that you can check out the ultimate introduction to Godot 4 video. It's a massive 11 hour video that teaches you almost everything you need to know (in 2D game development). Good luck.

[–] popcar2 17 points 1 year ago

Easily one of my favorite features coming in 4.2, I've been using it all the time to make things tidy.

Picture showing folder colors

[–] popcar2 3 points 1 year ago

It's worth reading the Using Fonts section in the official docs if you want to make text as nice as possible, it has so much info. The thing is, some settings might be better than others depending on the font.

But in general I found these my favorite settings:

  • MSDF on (pretty much needed if you change the scale on runtime)

  • Normal hinting (AKA full hinting): Makes text aggressively sharper when the text is small. Looks a bit aliased but it's so much easier to read imo

  • Mipmaps off. It clashes with full hinting and makes text slightly blurry.

Everything else should stay at default.

[–] popcar2 6 points 1 year ago (1 children)

I low-key wish there were a separate AI leaderboard. It would be really interesting to see how fast bots can actually solve a problem as soon as it goes up, and it'd be nice to compare that to last year.

[–] popcar2 3 points 1 year ago* (last edited 1 year ago) (1 children)

Cheers for adding to the alternate frontend scene in Lemmy. It's nice seeing more options.

Some things that jumped out to me:

  • Dark mode feels a little too dark. I can barely see post separators and as a result the page blends together making it a bit hard to read.

  • The upvote/downvote arrows are at different positions depending on the vote number (see 1st pic)

  • The deep blue color for links mixes with the blue in the background, making it hard to read (see 1st pic)

  • The icons in the top toolbar clip into the div above it (see 2nd pic)

  • I'm a fan of the gradient-first design, but not everything has to be a gradient imo. Usernames and community names are hard to read.

  • I think it should show the community/instance sidebar by default considering the right side of the screen is initially empty

  • Not a complaint this time, I really love the comments section UI. It's very clean and readable. I also love that it's a sidebar similar to Alexandrite.

With a few color & theming tweaks it's already very usable and well made. Everything seems to be working properly coding-wise. Good luck on your project!

[–] popcar2 4 points 1 year ago (1 children)

There's also GPT4All which has the same concept but comes with a convenient GUI rather than run on the command line. I had some fun with Mistral-7B but honestly the weaker models are too dumb to be useful.

[–] popcar2 8 points 1 year ago* (last edited 1 year ago)

If you're using GPUParticles in the compatibility renderer in the last few betas, you should upgrade now. There was a bug where particles would sometimes not emit that got fixed here. Was quite frustrating.

[–] popcar2 10 points 1 year ago (1 children)

Aside from the fact that it's too late, I'm doubtful this would work in the first place. This could get companies to ignore your image if they detect you've used this, which may be the goal for some but won't stop AI art generators from happening or compensate the artists in any way.

Best case scenario for them is that this does work, and the people making models would just have to use the billions of images created before this tool for training.

[–] popcar2 3 points 1 year ago
[–] popcar2 39 points 1 year ago* (last edited 1 year ago) (3 children)

Surely this means they have plans to fix screenshare audio on Linux, right? ...Right?

[–] popcar2 11 points 1 year ago (1 children)

I really wish it could 😔

121
submitted 1 year ago by popcar2 to c/godot
 

I'm making a fake operating system interface in Godot called GodotOS. Here's a sneak peek!

This is around 4 days of work. GodotOS is a proof of concept so I can learn more about Godot's UI systems. It's going very well so far. Right now you can open, minimize, and close windows while browsing folders and text files in user://files/.

My next goal (aside from adding more functionality) is to have viewports in windows so you can play games in your game.

44
submitted 1 year ago by popcar2 to c/godot
14
submitted 1 year ago by popcar2 to c/godot
 

Casey Yano, one of the devs at MegaCrit (Slay the Spire devs) just released a blog post on his initial impressions for Godot after exploring it with their 3-week jam game Dancing Duelists

TextMeshPro is phenomenal though. I miss it. Please, just let me vertically center my auto-sizing min/max set font text into a clean rectangle.

I feel this. Still upset there's no toggle to vertically center text. I also generally agree that sprite/texture atlases more complicated to use than they should be. The rest of the blog post is pretty positive and insightful, it's a good read.

110
Important announcement (programming.dev)
submitted 1 year ago* (last edited 1 year ago) by popcar2 to c/[email protected]
 

Shame the AI messed up wednesday...

DALL-E 3 via Bing Chat: Create an image of a cool frog saying "It's wednesday my dudes"

 

Previous posts: https://programming.dev/post/3974121 and https://programming.dev/post/3974080

Original survey link: https://forms.gle/7Bu3Tyi5fufmY8Vc8

Thanks for all the answers, here are the results for the survey in case you were wondering how you did!

Edit: People working in CS or a related field have a 9.59 avg score while the people that aren’t have a 9.61 avg.

People that have used AI image generators before got a 9.70 avg, while people that haven’t have a 9.39 avg score.

Edit 2: The data has changed slightly! Over 1,000 people have submitted results since posting this image, check the dataset to see live results. Be aware that many people saw the image and comments before submitting, so they've gotten spoiled on some results, which may be leading to a higher average recently: https://docs.google.com/spreadsheets/d/1MkuZG2MiGj-77PGkuCAM3Btb1_Lb4TFEx8tTZKiOoYI

 

Previous posts: https://programming.dev/post/3974121 and https://programming.dev/post/3974080

Original survey link: https://forms.gle/7Bu3Tyi5fufmY8Vc8

Thanks for all the answers, here are the results for the survey in case you were wondering how you did!

Edit: People working in CS or a related field have a 9.59 avg score while the people that aren’t have a 9.61 avg.

People that have used AI image generators before got a 9.70 avg, while people that haven’t have a 9.39 avg score.

Edit 2: The data has slightly changed! Over 1,000 people have submitted results since posting this image, check the dataset to see live results. Be aware that many people saw the image and comments before submitting, so they've gotten spoiled on some results, which may be leading to a higher average recently: https://docs.google.com/spreadsheets/d/1MkuZG2MiGj-77PGkuCAM3Btb1_Lb4TFEx8tTZKiOoYI

 

cross-posted from: https://programming.dev/post/3974080

Hey everyone. I made a casual survey to see if people can tell the difference between human-made and AI generated art. Any responses would be appreciated, I'm curious to see how accurately people can tell the difference (especially those familiar with AI image generation)

 

Hey everyone. I made a casual survey to see if people can tell the difference between human-made and AI generated art. Any responses would be appreciated, I'm curious to see how accurately people can tell the difference (especially those familiar with AI image generation)

34
submitted 1 year ago by popcar2 to c/godot
 

Notable additions:

  • FSR 2.2 support

  • 3D shadows for the Compatibility renderer

  • A new lightmapping de-noiser

  • GDExtensions can now be reloaded in the editor (previously you had to close and re-open godot)

  • Lots more bug fixes and optimizations

 

TL;DR:

Before:

An image showcasing the old de-noiser

After:

An image showcasing the new de-noiser

These images are 2 weeks old and there have been some changes to it, as well as a slider to adjust de-noising. Notice how much more pronounced the ambient occlusion is, and how much better the overall shading is. It's also faster than the older implementation.

On the scene I used for testing this out, the overall rendering time went down from 3 minutes to just over 1 minute in an RTX 3090 Ti with an 8K lightmap.

Bonus: This PR shaves off a massive chunk of the codebase (about 10% apparently.) Expect faster build times and a smaller engine size in 4.2!

An image showing a diff of +304 and -114,449

 

This adds AMD FSR 2.2 scaling to Godot, where it previously only supported FSR 1.

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