• ramirezmike@programming.dev
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        11 months ago

        I like Bevy a lot. Should you use it in your next commercial game? That’s debatable (although I’m trying to 👀). It’s definitely a lot of fun to use with its ECS focus if you’re wanting to just make games for fun or whatever.

  • itslilith@lemmy.blahaj.zone
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    11 months ago

    My advice to 2021 lilith and 2024 lilith is to write code

    Might be harder to get started, but waaay easier to maintain

  • BmeBenji@lemm.ee
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    11 months ago

    Dang is Lilith not on Mastodon yet? I used to follow her on Twitter and now I iust realized how much I miss her toots.

    I never liked Bloodborne but the Bloodborne Kart meme was too good not to fall in love with.

    • spujb@lemmy.cafe
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      1 year ago

      twitter user made some code in 2021 that she can no longer understand due to how complicated and poorly organized it is

      • Zellith@kbin.social
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        1 year ago

        Yeah Ive done that when updating some mods I made. Im all “Why the FUCK did I do it this way?”.

  • HatchetHaro@lemmy.blahaj.zone
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    11 months ago

    This is why I love Blueprints; it forces you to keep your code neat and tidy and readable and documented lest it turns into an absolute mess. It’s also so much fun to prototype in because it’s like modular synths and you can just make an absolute mess if you want.

    • can@sh.itjust.works
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      11 months ago

      It’s also so much fun to prototype in because it’s like modular synths

      I’m sold.

      • AVincentInSpace@pawb.social
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        11 months ago

        Blender’s geometry nodes and shader nodes also work this way and are incredibly fun to just mess around in creating bonkers procedural textures/shaders/objects and seeing what comes out the other end. I very much liken it to a modular synth but for your eyes

          • AVincentInSpace@pawb.social
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            11 months ago

            In that case I should also mention that Blender is 100% free to use forever (free and open source software ftw!!) and that you can hardly throw a stone on YouTube without hitting a tutorial on how to use it.

            Here’s a video about how to make fractals using geometry nodes: https://youtu.be/N9Tnmbnl9Yw

            And here’s one listing every shader node: https://youtu.be/cQ0qtcSymDI. Keep in mind that these can be combined with virtually no restrictions on what you can plug into what!

            In essence, geometry nodes build procedural 3D shapes and shader nodes decide what color they are, how reflective they are, whether they emit light etc. You can also apply these factors to only part of the geometry in procedurally generated patterns.

            You can either build the geometry by hand and then slap some shaders on top (I like just slapping down a flat plane or a cube or w/e with some stuff next to it for light to bounce off of and seeing what cool things I can do with it) or go fully procedural and use geometry nodes too

            I will warn you though that the interface outside of the node editors is not especially intuitive (nothing could be, with the amount of controls Blender has) and you do need a somewhat beefy computer for Blender to perform well, especially if you plan on using the fancier graphics features like raytracing (which I highly recommend – the Eevee renderer which uses rasterization instead is orders of magnitude faster but the lighting and reflectivity does not look anywhere near as good. Fine for actual 3D animation but if you want to play around with a light synth, Cycles is 100% the way to go)

            • can@sh.itjust.works
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              11 months ago

              I will look into this all. Thank you very much. My PC isn’t that good but it’ll chug along and maybe I can borrow a friend’s for some rtx fun.

              Edit: also, my phone it 10x better than my laptop so if there’s any good android apps I’d be interested too.

  • amotio@lemmy.world
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    1 year ago

    I kind of understand the appeal of blueprints, for small projects and quick proof of concept maybe. But never understood how can anyone do any serious or complex work with it. It just felt so limitting when I tried it in Unreal, never bothered with plugins for unity.