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Joined 3 months ago
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Cake day: November 20th, 2024

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  • I lost interest enough to delete the models I had before and this headline made me look into deepseek.

    EDIT: Not quite the Streisand Effect considering I already knew about it, but still an unintended source of pressure. Like someone stockpiling before a ban of something, even if they weren’t too avid about it before. I’ve had a similar thought when it comes to taking down free streaming sites.

    Though this seems to have traded compute for data, so I don’t have the VRAM for it… even running through RAM, I don’t feel like downloading a lesser version with my slow-ish internet.


  • Make Minesweeper

    Similar (I don’t know how much more difficult/different it’d be to implement):

    Somebody recently made a newer version (free on Itch) called Dragonsweeper. I never really understood the appeal of Minesweeper, but this version makes it click for me (aside from more elements, the math and piece logic allows for more deduction). That, and it probably helps that you can make informed guesses (particularly further into a game) as the mines are not the main focus.

    Their version is highly engaging, though does not currently include configuration or even a replay (after win) button.

    It’s got me thinking that I want to make my own version, half as an excuse to make polygonal* art.

    The first-step oversimplified version of this would be like normal minesweeper, though you:

    • sum the value of cells (not just checking if full/empty)
    • allow marking with numbers, not just a flag
    • have mines be a value of 100 instead of 1
    • add smaller-value tiles and a system to pace their removal (some freedom, can still lose here)
    • re-sum neighboring tiles when a tile is removed

    *= I have done 2D in-engine, 3D via blender+vertex colors, plus general material/shader tinkering.



  • Is there a proposal for adding an option of sparse speckle* noise to Godot’s generated noise texture?

    I’m sure this is easily achieved with a dedicated texture (or two, so the light speckle can be more visible beyond the regular highlighted area), but I don’t seem to be having much luck making or finding it.

    *=Most of the original color is untouched but with lighter and darker splotches ideal for a stone texture or to just break up flat color.


  • Can 3D substitution* animation be exported from Blender? This isn’t easy to search, though what I could find seems like importing animations in general needs more clicks than expected. Even better would be a workflow with greasepencil and geometry nodes (though searching w/Godot leads to a paid tool), especially if that can also be used for vertex colors.

    I have my doubts here as the first thing I tried (a custom shader with a 2nd vertex color map hooked up to glow) didn’t work. Though I’m not sure if that was an issue with gltf, Blender, Godot, how I exported it, or something else.

    *= Switching visibility to another model rather than using deformation or texturing. If this does not export easily, I guess it’d be easy enough to manually do with Godot’s animation player so long as there aren’t too many frames/animations/states.