Yeah, it's over here: archive.org/details/2025...
Thought you should know, the "Data Archive and Download Effort" box note file isn't accessible. Opening it just gives a message that says "Sorry, we were unable to load your note. Box Notes cannot be used in a folder where the Hide Collaborators property security restriction is set."
It looks like the uploader is distributing it as both a download from archive.org and a torrent which are highly resistant to censorship and easily distributed geographically
archive.org's auto-generated torrent is missing files and behaves kind of weirdly. The uploader provided a magnet link at www.reddit.com/r/DataHoarde... and a fixed torrent attached in the uploaded data as "full-20250128-cdc-datasets-USETHIS.torrent"
I've been skimming some of the datasets, and while it is coming back online, they've essentially tried to erase queer people from the datasets. Preserving the uncensored data is really important still
My client is showing 245 active seeders in the swarm, but more is always better
That's why the particular archive AltCDC linked is important. archive.org hosts both webpages and user uploaded files and datasets. That link is the actual datasets, extracted from the site and uploaded by an archivist.
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With the relatively flat shading, the accurate animation almost gives me an uncanny valley impression. The slightly lazier version feels like it fits better
I'd love to join if there's still some room!
bsky.app/profile/real...
Oh that's a really nice way to handle quantizing in full color without generating palettes in advance.
This was my approach for monochrome quantization:
pastebin.pl/view/7a6061a6 - Shader snippet
rentry.co/oxxnb42i - Driver code
I've been working with it and found it pretty nice. It wasn't too drastic of a shift coming from Unity and a lot of things I like more. My largest remaining issue is that the post processing system is bizarre and kind of awkward. I just wrote a script to abstract that away though.
Ooo this looks great! Are you implementing the color quantization on the model shader or is it a screen space shader?
I'd love to join if there's space!
Using something like git for version control is super useful for issues like that so you can roll back to an unbroken version really easily. I know Unity and Godot both behave pretty well with git, not sure about Unreal and company though.
In obscure indie land, A Day of Maintenance is an interesting if somewhat blunt dissection of worker's rights, unions, and a few other things, and while We Know The Devil is more social commentary than political action I thought it handled itself quite well
Ah Adderall, so helpful but so maddening
...
Oh wait lunch was three hours ago now, whoops.
I try to keep projects going under multiple hobbies so that I can bounce between them without feeling like I'm doing nothing. It doesn't help with general exhaustion but reframing "I'm going to stop working" to "I'm going to go play that new RPG/work on my server/etc" makes it much easier to stop.
Luckily the scene format is just plain text so I could delete the offending objects and reload.
Apparently if you do something hacky enough you can make a recursive reference in Godot and only discover when you try to reload the project. Neat
#indiegamedev
All over, but the Game Dev feed makes a good home base
bsky.app/profile/did:...
Making a real one is such a cool idea, I hope it comes out great!
I don't know if I have a favorite strictly speaking, but Mokumokuren are cool. Not sure they'd make good zoo creatures though
Now that I can interact with things, I set up a little portal-thing and some transitions. The code to change shader settings across scenes is a little hacky, but I think it looks pretty cool in the end!
#indiegamedev
In Godot I'm rapidly becoming a fan of Cyclops Level Builder, which Unity does have an equivalent for in ProBuilder. It makes it really easy to literally just drag blocks into the grid to block something out
And now there's a little interaction system! This one was kind of neat to figure out actually, being able to pass callbacks using lambdas and Callable in Godot is insanely useful
#indiegamedev
The Game Dev feed is a great spot to hang out if you haven't run into it already:
bsky.app/profile/did:...
That makes sense, but wow does it feel cursed
Honestly Godot 4 was kind of it's big update, although I suspect Godot 5 will also be pretty wild. I still have gripes, but I've had gripes with every engine I've used, you just learn to work around them
The good thing about Godot is that it's constantly improving so things tend to get fixed pretty quickly. There are some things I find frustrating, but it's overall a really fantastic engine.