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Cake day: April 10th, 2025

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  • I’m sorry, but I’ve never heard anyone say Godot is fairly unkind to older hardware before.

    Sure, yeah, if somebody is futzing around in 3D, in the Forward+ renderer, and has no idea what they are doing, yeah.

    But… broadly?

    How… old of hardware are you talking about?

    Like, 15+ years old?

    Also, SDL isn’t … a game engine.

    Its… a rendering/input/output layer/library.

    Sure, if you want to write your own game engine, you could use SDL… but… that’s a bit much to ask of a novice indie dev, who wants to complete a 3D game that’s maybe roughly as or more graphically advanced than say, Fallout New Vegas, in under what, 3, 4, 5 years?


  • As far as I can tell (I am use Bazzite), the main problem with Bazaar was basically that it was kind of undercooked, had some bugs, both surface level and under the hood, when they first pushed it as the bundled app store for Bazzite.

    But its been some months now, and they seem to have been ironed out?

    I guess possibly a ‘downside’ could be that it only handles flatpaks, as opposed to also allowing other kinds of direct package installs, but the whole idea of Bazzite is ‘no touchy core os, use flatpak’.

    Or, ok, Bazaar is either GNOME only, or GNOME first, whereas Flathub pretty well supports KDE and GNOME, so, if you prefer KDE, I can see the reasoning there for preferring Flathub.


  • Steam Deck runs everything up to a PS3 and Xbox 360, and the Switch.

    Almost everything a generation prior to ran runs with 0 problems, PS3/360/Switch can be hit or miss somewhat, depending on the game.

    A Steam Deck will also run MGS5 and Titanfall 2.

    Its entirely possible to make new games that look that good and will run on comparable hardware, just gotta, you know, have an optimized engine, render pipeline, game.

    Hell you can get a solid, never dips below 45 FPS on CyberPunk 77 with a Deck, with med/high settings, then sync the VRR to a 45/90 split.



  • No, we are not.

    We can go back to the basics, focus on not graphical realism, and/or, invent new rendering paradigms that lead to new art styles, and compute with less overhead, have modest system requirements.

    It isn’t impossible.

    Look at MGS5, Titanfall 2.

    Shit looks pretty good, its a decade old, from before all this modern graphical absurdity.

    There has literally never been a better time to become an indie dev, make a small team.

    No publisher, no marketing.

    Just don’t overpromise, and don’t take people’s money untill you actually have a minimum viable product.

    Godot is completely open source, and completely free, and quite capable as an engine.

    No one is coming to save us, but ourselves, if we choose to.



  • I mean, on the one hand, its SQLite.

    On the other hand…

    … arguably the entire point of a database language is to efficiently handle complex workloads.

    And then when you remember that… this was a project, in development, that cost time, money, energy, made RAM prices go up by maybe ¢22 per GB all on its own…

    This is an insane negative return on investment.

    Like imagine if you paid the same amount of money to … people, a contracted firm, and they handed you this.

    You’d potentially be firing them or suing them for breach of contract, blacklisting them as far and wide as you could.


  • I mean, the entirety of DLSS, and Realtime Raytracing, has been an ongoing insult to the more technical aspects of game engine design snd optimization.

    Now everyone else can experience the level of disgust that people who’ve been figuring out all kinds of tricks and hacks that become either a ‘secret sauce’ or an industry standard rendering method, that those people have been experiencing since Nvidia started this whole mess.

    Howabout we just figure out a more effective and also faster way to do AA, eh?

    You know, not go down the TAA branch of the tech tree, that lead us to where we are now?

    Oh or hey, howabout this:

    Actually improve NPC AI in video games, decision making / behavior models, maybe a little submodule on a GPU that’s optimized to run some kind of standardized genetic learning algo data format, or maybe figure out a way to do Goal Oriented Action Planning in the shader buffer, somehow, you know the kind of AI that’s so awesome in FEAR?









  • Yep, yep yep yep, fully agree and am also a fan of the concept behind Kinstugi.

    Though I think that kintsugi more specifically refers to … well, a literal artform/method of repair of things like glasses, cups, vases, etc…

    Yeah, the general idea of … just repairing things that break, instead of replacing them wholly… making do with what you have and what you know…

    We all need to shift toward that.

    Reduce, reuse, recycle, repair.

    We are living in a cyberpunk dystopia and if we ever want it to inch toward a solarpunk alternative, we will need to do with what exists, produce less literal mountains and islands of garbage.

    … Beyond that, you could say that a kind of custom repair like this is literally building character.




  • sp3ctr4l@lemmy.dbzer0.comtoComic Strips@lemmy.worldThe Works
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    3 days ago

    Roughly that pose, camera a bit to the left of where it is here.

    You’ll be able to see everything mentioned, I guess excepting literally the butthole, but, you’ll be able to see a good deal of butt cheeks.

    You could also reorient this same rough pose but her left knee, right foot and left hand are on the ground, right hand is on a table or chair or something, and the camera/pov is perhaps a bit unrealistically into the ground, or, as if she’s on a see-through surface.

    Basically, being climbed over.

    EDIT

    And here’s the source/credit:

    https://www.pinterest.com/pin/290763719692532504/