Bezier

joined 11 months ago
[–] [email protected] 17 points 23 hours ago

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

[–] [email protected] 1 points 1 day ago

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

[–] [email protected] 24 points 2 days ago (2 children)

How do you get that order with only two threads?

[–] [email protected] 4 points 2 days ago

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

[–] [email protected] 14 points 4 days ago

Might be a bit too late for that.

[–] [email protected] 9 points 6 days ago

I guess it's just normalized.

[–] [email protected] 42 points 6 days ago (3 children)

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

[–] [email protected] 3 points 1 week ago

I didn't read the text on the first page and thought it was an electric chair.

[–] [email protected] 1 points 1 week ago (2 children)

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

[–] [email protected] 64 points 1 week ago* (last edited 1 week ago)

UserBenchmark is a joke. They aren't just biased in a normal way, but rather they have an obsession on AMD and throw lots of weird insults like this.

 

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.

 

Bring your PlayStations and Dreamcasts.

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

Links:

0
deleted (suppo.fi)
submitted 3 months ago* (last edited 3 months ago) by [email protected] to c/[email protected]
 
 

Repost from no clue where, but my god it feels good

800
submitted 6 months ago* (last edited 6 months ago) by [email protected] to c/[email protected]
 

I used to practice this art actively.

Links:

60
submitted 6 months ago* (last edited 6 months ago) by [email protected] to c/[email protected]
 

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.

 

2 out of 10‽

44
submitted 7 months ago* (last edited 7 months ago) by [email protected] to c/[email protected]
 

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.

 

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?

 

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

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