Are you talking about DoNotShip now? I've seen several games that shipped with the entire thing in there, which helped modders a lot. So I'm guessing that's a somewhat recent change?
Are you talking about DoNotShip now? I've seen several games that shipped with the entire thing in there, which helped modders a lot. So I'm guessing that's a somewhat recent change?
not as common as me and some other modders would like it ๐ฌ
Evil LLM AI stuff actually helped me transition away from Unity to Godot. A lot easier to skip over that initial phase where you go "why am I spending an hour trying to figure out a thing I could do in 5 minutes with the tool I already know".
Nana reminiscing about the time she punctured a hole in my laptop screen
I wonder if this is one of those things where we'll have a short golden era (now) where you can take full advantage of it, before it becomes normalized and thus exploited (scammers making fake listings targeting this kind of setup)
right, just since it's you "hacky stuff" felt like a safe bet ๐
Doing any interesting hacky stuff? ๐
this is why I always concatenate UUIDs to all my variables. Much easier to replace animalCountc15b279814c9486cb9f9206e15369c08 everywhere.
If not being able to rename across a codebase is the main blocker, there are a few tools that help here and can even work in data files and binaries (depending on format). They can be pretty smart about preserving case too. On Linux there is sd and ruplacer for instance.
"most Shadertoys read to me as if the authors thought they were in an obfuscation contest". Ha, I feel this way about almost all shader code I encounter. Also feel the same about example (non-shader) code that involves a lot of generics. Give real names to things ffs ๐ญ
Yeah I find that every time I mess with shaders the process is quite addicting, to the point I feel like I was too much time tinkering with them and have to force myself to stop ๐
For 2D games it's not too hard to render a whole game like that and keep it performant. For 3D, things get more complicated. I recently experimented with SDF for rendering 3D primitives without meshes. It was fun to figure out, but making it perform well on low end devices is a lot of work.
You should be able to install the Steam Link app the same way btw. But in my case I had way more connection issues with Steam Link than with Moonlight.
Oh right I totally forgot that rooting isn't actually necessary. I used to use that method before too. A bit annoying having to remember to renew the dev session but a small price to pay for the convenience imo.
YouTube with Sponsorblock is a must for me now, not sure how I'll survive without it after being used to it for years
Oh I guess mine is older than I thought. Gonna need to do a lot of research when I next move and can't bring that thing with me ๐ฅฒ
Have you looked into solutions directly on the TV OS? I sideloaded Sunshine on my LG TV and it works pretty well. Not as high bitrate as other solutions though. These expensive-ass TVs often cheap out on the network cards.
hm my epic somewhat statically hosted blue sky modding feed is doing this thing but only the first time you browse to it, and I don't feel like debugging it ๐ฅฒ
Chart from Google Search Console, showing the number of clicks and impressions from queries related to The Outer Worlds 2, for the Outer Wilds Modding website. There is a spike on October 24, which was the day The Outer Worlds 2 released in early access.
Table with a list of queries and their clicks and impression counts for the Outer Wilds Modding website. The queries are all related to The Outer Worlds.
SEO game so strong that the Outer Wilds Mods website had a spike on the release of The Outer Worlds 2 ๐
Also funny how there's lots of old Windows software and games that now run better on Linux (via wine etc) than on modern Windows.
looks like we're not! I've followed you now but can't message you: linkedin.com/in/riclop
I actually live in Barcelona, but unfortunately didn't manage to get a ticket. Would be cool to meet up though!
It's funny to think about how games are just busy work, and these automations fall on a spectrum that goes from "quality of life change" to "the game plays itself".
A big part of puzzle games for me is being able to tell noise vs useful information. Wouldn't the auto-framing remove the brain power needed to achieve that? In this case it was already super obvious, so maybe zero noise is just part of your design?
VR dev on Godot is a bit behind but I'm kinda surprised at how much it's evolving, there are a bunch of people contributing to that particular part of the engine on every update.
The Godot editor is slower on my powerful Windows desktop than on my modest Linux laptop for some reason. Almost definitely a Godot bug from what I've seen in GitHub issues, haven't investigated enough. But I'll use it as another excuse to ditch Windows even if undeserved ๐
You've dabbled with VR dev in the early days though, right? I think I remember seeing something. The devx is still pretty rough, I imagine it sucked back then ๐
I migrated to Linux fully on my laptops since I couldn't do VR dev on them anyway (not powerful enough), now my desktop needs to be the next to go ๐
Honestly VR is one of the few reasons I sue Windows still, VR dev is awful on Linux. So this continued improvement makes me really excited to finally ditch windows for good.