Need to let loose a primal scream without collecting footnotes first? Have a sneer percolating in your system but not enough time/energy to make a whole post about it? Go forth and be mid: Welcome to the Stubsack, your first port of call for learning fresh Awful youā€™ll near-instantly regret.

Any awful.systems sub may be subsneered in this subthread, techtakes or no.

If your sneer seems higher quality than you thought, feel free to cutā€™nā€™paste it into its own post ā€” thereā€™s no quota for posting and the bar really isnā€™t that high.

The post Xitter web has spawned soo many ā€œesotericā€ right wing freaks, but thereā€™s no appropriate sneer-space for them. Iā€™m talking redscare-ish, reality challenged ā€œculture criticsā€ who write about everything but understand nothing. Iā€™m talking about reply-guys who make the same 6 tweets about the same 3 subjects. Theyā€™re inescapable at this point, yet I donā€™t see them mocked (as much as they should be)

Like, there was one dude a while back who insisted that women couldnā€™t be surgeons because they didnā€™t believe in the moon or in stars? I think each and every one of these guys is uniquely fucked up and if I canā€™t escape them, I would love to sneer at them.

Last weekā€™s thread

(Semi-obligatory thanks to @dgerard for starting this)

  • self@awful.systems
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    28 days ago

    and also speaking of Godot ā€” does anyone doing game dev right now have a good source for placeholder assets? I just finished all the introductory tutorials for the engine and now I want to flex what Iā€™ve learned a bit

      • self@awful.systems
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        26 days ago

        nice! it seems like Kenneyā€™s a pretty popular choice for this kind of thing. Iā€™m kinda tempted to grab their Asset Forge tool to quickly bang out some lo-fi semi-custom models, but I donā€™t know how its workflow looks for animations and materials. in the worst case, maybe itā€™ll save me from half of the spiral learning curve that is Blender?

        the synty pack looks really good! at a glance it seems like their assets come rigged for Unity ā€” maybe thereā€™s a converter thatā€™ll allow me to convert that rigging into the format Godotā€™s animation system wants

        • froztbyte@awful.systems
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          26 days ago

          was curious and threw some search queries at the internet. looks like there are a couple of convertor tools out there, although I obvies canā€™t comment on relative merits worth a damn without spending some time staring at innards and docs/usage

        • hrrrngh@awful.systems
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          26 days ago

          I donā€™t know how materials work in Asset Forge, but they have a guide on their site for exporting models to animate with Mixamo: https://kenney.nl/knowledge-base/asset-forge/rigging-a-character-using-mixamo. You could also animate things like moving platforms or doors in-engine with an AnimationPlayer.

          Speaking of Asset Forge, Kenny Shape is a similar thing for quickly throwing assets together. It has a really fast 2D workflow for creating 3D models that reminds me of Doom mapping a little bit. For lo-fi levels, you might also like Crocotile 3D or the combo of TrenchBroom + Qodot. Crocotile is great for repurposing 2D pixel art tilesets from itch or OpenGameArt into 3D assets, and Trenchbroom/Qodot is a more fully featured level editor Iā€™ve seen people work crazy fast in.

          • self@awful.systems
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            26 days ago

            oh thatā€™s awesome! I was wondering how Iā€™d do fairly large levels for a 3D space, and it turns out the answer is that neither quake-style mapping nor competent tiling systems will ever go out of fashion