He probably asked ChatGPT how to do that
@glairedaggers
she/they π· wearer in lesbians w/ π @cyndervox.bsky.social π Previous: Spry Fox / Netflix, Galvanic Games, Super Bit Machine gamedev links: https://linktr.ee/glairedaggers Tags: #foxbladefable | #art | #pixelart
He probably asked ChatGPT how to do that
They pointed to 06 as an example, of all things
"They made Amy boring!" "They took away Silver's aura!" "They made Espio a dork!"
just a constant emotional tar pit being in that sub I swear
Have now seen *three* separate posts today on my Reddit dashboard complaining about Silver's personality in IDW and frankly that's exactly three posts too many.
Series of posts from why.bsky.team, in which they admit that they tried to dunk their phone in the pool when it overheated - after being specifically told not to do that - and the phone is now malfunctioning. The thread ends with the incredible quote: "I go in the pool when I want to cool down, why can't my phone?"
Reminder that this is one of the people running this site.
Image from "youraislopbores.me" My prompt was "draw Mario jumping over a shark" and somebody larping as an AI drew a wonderful attempt at it imho
Incredible
tumblr post by user sapphling from August of 2023 reading: "sitting anti-kink posters down in front of a wrestling match and explaining kayfabe to them with the patience of a preschool teacher" "You see that one? He's called the "heel." He looks mean and says a lot of scary things, but it's not real and he's actually very nice. When he says "I'm going to break you in half" you don't have to be scared because it's pretend. These two talked about this beforehand, and now they're playing pretend together. Can you think of any other situations that might be like this? Then they have screenshotted tags left on their post by another user reading: "crying screaming and throwing up when you tell me the undertaker didn't REALLY die and come back to life all those times" sapphling follows that with "no that part was real"
God I hate Teams so much
Or at least open ended games where there's stuff I *can* do but they're not all so loudly demanding my attention, like Minecraft or Terraria. Those are also okay.
It feels to be a bit like when I've got 10 different conflicting notifications on my phone at one time & my ADHD just feels overwhelmed with which one to focus on first
I really appreciate the type of game that just gives me a clear direct next thing to do.
I'm sure there's a lot of people who love this sort of thing but I just get overwhelmed
Unfortunately Spiderman 2 still has the thing where the more the game progresses, the more *stuff* pops up on the map as things to do.
The sheer number of things that are *available* to do that I'm constantly passing by is the exact kind of thing in modern games that usually just stunlocks me
Hell yeah
So far I'm liking the narrative a lot more than the first two games
Played some Spiderman 2 & honestly I think I'm actually really vibing with it.
Also watching Cynder play it. I have to admit the hair shading in this game is *gorgeous*. Feels rare to see a game do curly hair so well.
Valve in 2019: "So we're making a Half Life game"
Everyone: "Oh my god are we finally gonna get closure on that ending?"
Valve:
Character boxes are axis aligned and tbh I think trying to make them *not* axis aligned is going to cause so many edge case headaches in the collision code that it won't be even remotely worth it.
Oh well, will probably just do what I was gonna do before & do it in two render passes π€·ββοΈ
Anyway I beat Ep2 just now and
1.) The strider fight with the Magnusson Devices sucks. It sucks very badly.
2.) Out of all the endings they could have picked, that was sure one of them.
Lmfao I've been playing HL2 Ep1 and Ep2 this whole time not realizing the missing health bar was just a bug.
Apparently there's a typo in a HUD file and there's a workshop item that fixes it. Go figure.
(keep in mind this is all being implemented in a custom engine, so I'm mostly curious how they did it so I could potentially replicate it myself)
And apparently it does something funky in the vertex shader where it squashes the vertices close to the camera & skews them to maintain the perspective illusion & avoid clipping the environmentπ€·ββοΈ
Hm, aesthetically what I'm really looking for is the old fashioned "gun gets its own FOV and just magically doesn't clip through walls", like in Half Life or Quake.
Unreal 5 apparently has a feature like this, where you can mark a primitive as being "first person" rather than "world space"
"clearing the depth buffer" is basically starting a new render pass that says "load the previous contents of the color buffer, but clear the contents of the depth buffer".
In both cases the color buffer has to be loaded back in, which is somewhat inefficient on mobile GPUs
Yeah as I mentioned to somebody else I think that's basically an equivalent approach (in modern rendering APIs that's what you call a "render pass", which is an operation that says "here's the textures I'm rendering to and what values to clear them with")
In a custom engine, this would basically be an equivalent approach to clearing the depth buffer. It's a separate render pass, with the results of the prior render pass needing to be loaded in later (which isn't the *best* for mobile GPUs)
Like, if I could somehow construct my perspective matrices so I could do some dorky shit like "FPS weapon Z ranges from 0.0 to 0.1, world environment Z ranges from 0.1 to 1.0", that'd be swell I think
Not exactly OPPOSED to doing it like that, but I imagine there's probably better ways that don't involve multiple render passes (more efficient on TBDRs)
Huh, so what's the "proper" way to prevent FPS view model clipping with the environment without just clearing the depth buffer like the old days?