• 1 Post
  • 72 Comments
Joined 2 years ago
cake
Cake day: November 20th, 2024

help-circle

  • Nothing. I’m not spiritual, though I do sort of believe some things like that in a non-literal fashion. I don’t believe I am part of some sort of unity, though I would say that yeah in an abstract sense I am just a complex multi-cellular organism and in most cases cooperation with other multi-cellular organisms is preferred. With the systems how they are now though, I am not participating (even if it is to my own detriment).

    Design? It would require a bunch things that likely won’t happen in my lifetime. Basically a transhumanist re-do. Get my brain somewhere and somewhen better, get it going again ideally with a mix of symbiosis+tech that allows existing comfortably. This could take a lot of forms too (many that others would find too alien/isolated), though not too hopeful about the future and that I could actually have a place in it.



  • Real time poly animations.

    Just want to post this: This page allows to playback some cutscenes (higher-res than Genisis)

    Not perfect, though I imagine it’s probably a fault of being designed 1:1*. Perhaps there is a better version (allowing modern res), though the Steam version uses an upscale filter instead (maybe because the maps aren’t polygonal?). Another World seems to have a better treatment (though Steam says 800MB, so not sure if they rastered it or if they just made the audio uncompressed).

    * For a similar problem, some people (One being ‘Old Man Yells at Code’ on YT) have made newer videos about how classic Sierra games were actually polygons (…at least lines/fill) but don’t always properly connect when rendered at higher res (and attempts to re-interpret the data).


  • I think to myself, only half-ironically, “textures were a mistake” (pre-rendered cutscenes, too). Or at least the practice of unique textures on every model being the standard rather than the exception. It adds a lot of workload, and IMO is probably diminishing returns in many cases.

    Sure, I get that it was a logical/necessary step when a texture/sprite saved on polygon budget. These days I think (visible!) vertex color is a very practical technique that didn’t really get used to its full potential. It even makes a lot of sense when making a model to think about color via geometry. There’s a lot of room for aesthetic choice with meshes, colors, materials/shaders, character/map design, and yes textures if they don’t become bloat.

    This is also why I dislike the idea of many remasters/remakes. Losing arguably the smartest* and most scalable solutions and switching over to much heavier (data and rendering-wise) replacements. Sure they made it visually stunning, but now I don’t know if I can comfortably download/store/run a game that probably still has game-design warts from 20+ years ago (and new glitches added).

    * For example, Spyro’s vertex color skyboxes being replaced in Reignited. The original were iconic, aesthetically pleasing, they had a gamefeel reason (portals, seamless fly-into portal+fly-into-level), free by modern standards (so a toggle should be viable) they’re just mesh globes! I could even see even some verts added to improve, or use of layers or more distant geometry to give it more depth.


  • That’ll save money but I don’t think it nullifies parts being expensive. My GPU is now legacy (1050Ti) because I didn’t upgrade it when I did my 2019 AM4 build (sale prices were great). Ryzen seems like it’s more expensive now due to its success.

    With how prices are I’ll probably keep using these parts until I stop using a computer.




  • Hard for me to know what to be interested in with the info (titles+thumbnails) there.

    First thing that jumps out to me is FRAG, I haven’t seen much on that. Steep competition here with Godot and Raylib bindings available.

    I haven’t done anything in a while… thinking about a mesh painter (see my last post) maybe, if there’s a library that makes a good starting point (generate triangle grid, export .glb). Treeform’s gltf (and maybe just allow smaller-sized grid cut from template rather than generating)?




  • I’ve always wondered for compiled languages, but I’d imagine you’d need some sort of Linux compatibility.

    It might be easier if you get more limited/creative, off the top of my head I suspect using something like TIC-80 might be viable. Doesn’t quite interest me and I don’t even have wired keyboard capability (not just keys, I don’t think I could do much of anything at any appreciable speed/reliability on a virtual keyboard).





  • I don’t know if it’s different elsewhere, but as a mainly-comments poster I’d add (w/Lemmy) that the ‘uploads’ section doesn’t store alt-text (e.g. copy markdown) either. So if you had a reason to use an image multiple times in comments it’s either re-write or copy it from an old comment source. Putting multiple images in a post might handle that better (things other people might actually use too), not so much for niche and/or personal art/technical stuff… and it also assumes a user can still find it.

    Also, it probably doesn’t help that it isn’t given a tooltip when hovering over an image in a comment like it does for post icons (average users will only notice the lack of alt-text if they specifically check for it with: 1. view source 2. inspect accessibility properties).

    I do try, sometimes I don’t add it especially when it feels complicated to describe and/or I it seems like there’s probably enough words for context already. That and I’m more likely to do it if I made the image. Tenor is an exception because there is possibility of it providing a content description I can copy or at least re-work, but half the time it’s garbage.




  • insomniac_lemon@lemmy.cafetoFuck Cars@lemmy.worldThoughts?
    link
    fedilink
    English
    arrow-up
    5
    ·
    edit-2
    17 days ago

    I kinda get it, the pedals on the image shown seem a bit questionable and it does seem like a poor replacement for an electric < Kei truck / Tuk-Tuk >. Maybe with very light cargo and very good (expensive) gearing/drive-train, but that’s really stretching benefit-of-the-doubt. I could see stuff like that making more sense for special-use stuff like catering, moving, low-density waste transfer, or any sort of food-truck thing (that needs empty space) etc.

    Compare it to something that looks more reasonable to pedal/handle like this:

    I’d imagine these 2 models would handle significantly differently when empty.

    Hope that image works, found by searching e-quad cargo. Also, made by Mumbea Mobility but I also see similar-sized models by Fernhay.



  • In a different language that uses whitespace:

    proc blank_map*:void =
     mines_placed = 0
     row8 = newseq[uint8](width); game_map = newseq[row8](height)
     row16 = newseq[int16](width); sum_map = newseq[row16](height)
     rowChar = newseq[char](width); state_map = newseq[rowChar](height)
     for h in 0.uint8..<height:
      game_map[h] = row8; sum_map[h] = row16
      state_map[h] = rowChar
    

    I’m allowed to do it, it’s allowed

    (I don’t use it a lot and I’m sure many dislike this because longer lines especially if they have less display width for whatever reason)