[-] Bezier@suppo.fi 53 points 23 hours ago

I had low expectations before, but Starfield killed them completely. Starfield actually helped me get over worrying about TES6, because I just lost interest.

[-] Bezier@suppo.fi 3 points 23 hours ago

Didn't think of that, good point.

The inbreeding could also affect larger decisions in sneaky ways, like how it wants to compose the image. It would be bad if the generator started to exaggerate and repeat some weird ai tropes.

[-] Bezier@suppo.fi 4 points 1 day ago

I would expect some kind of small artifacting getting reinforced in the process, if the approved output images aren't perfect.

[-] Bezier@suppo.fi 5 points 1 day ago

That is not how it works. That's not how it works at all.

[-] Bezier@suppo.fi 18 points 4 days ago

Watch your language! You can't just throw around offensive words like c*nsor

[-] Bezier@suppo.fi 1 points 5 days ago

Who doesn't put hogweed on flower vases? Such a nice plant.

[-] Bezier@suppo.fi 25 points 5 days ago

How do you get that order with only two threads?

[-] Bezier@suppo.fi 4 points 5 days ago

That should be easy on windows, but user permissions might also be enough for whatever it does.

[-] Bezier@suppo.fi 9 points 1 week ago

I guess it's just normalized.

[-] Bezier@suppo.fi 42 points 1 week ago

That's a lot of money they have stolen there.

[-] Bezier@suppo.fi 1 points 1 week ago

Why would it be illegal, or unethical? I don't really see any reason.

75
submitted 3 months ago by Bezier@suppo.fi to c/newcommunities@lemmy.world

Community for technical art - shaders, modeling, rigging, etc.

Links:

I know I created two new communities almost in a row, but this is a cool topic.

64
submitted 3 months ago* (last edited 3 months ago) by Bezier@suppo.fi to c/newcommunities@lemmy.world

Bring your PlayStations and Dreamcasts.

This community is about generic technical and graphics stuff, roughly focusing on old (3D) game consoles.

Links:

789
submitted 6 months ago* (last edited 6 months ago) by Bezier@suppo.fi to c/newcommunities@lemmy.world

I used to practice this art actively.

Links:

60
submitted 7 months ago* (last edited 7 months ago) by Bezier@suppo.fi to c/opensource@lemmy.ml

I made a simple timer app for Android, desktop, and browser. I think it's ready for most part, and I'm starting to look into publishing it.

I decided to start with Android / Play Store, which immediately gives me a roadblock. Google Play Console says:

  • Have at least 20 testers opted-in to your closed test (1 tester currently opted-in)
  • Run your closed test with at least 20 testers, for at least 14 days

I want to look into F-Droid and Flathub once I have this sorted out. But before that, any opinions on the app, or volunteers for testing, as I don't have 20 friends to ask?

Thanks.

https://github.com/sevonj/visualtimer/

Edit: Let's try Play store again with this: https://groups.google.com/g/jyl-test-group

Edit 2: It works, at least someone besides me was able to join:

What a pain. I'll look into preparing an F-droid release as soon as I have time.

680

2 out of 10‽

44
submitted 8 months ago* (last edited 7 months ago) by Bezier@suppo.fi to c/newcommunities@lemmy.world

I was going to make a post about my toothbrush to this community, but apparently there isn't one anywhere. I could just find two dead ones at lemmy.ml with 1 and 3 subscribers.

Given how tech and privacy oriented lemmy userbase is, it's absence was a bit surprising.

Links:

Edit: Fixed links, thanks. Added pic.

32
submitted 11 months ago by Bezier@suppo.fi to c/godot@programming.dev

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?

10
submitted 11 months ago* (last edited 11 months ago) by Bezier@suppo.fi to c/godot@programming.dev

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

view more: next ›

Bezier

joined 11 months ago