I play a scientist on TV. @Shoddycast person. Satan's Attorney.

Inside The House
Joined February 2009
Replying to @arhourigan
Logging out now, goodbye.
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The top recommended artstation products always feels oddly horny
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People can't drop Autodesk fast enough imo. The amount of money they vampire out of people is absolutely unbelievable.
This is a wild approach, @autodesk. We’re a small business paying $380 per user, per month. We’ve been paying customers for over a decade, and we make a deliberate effort to honor the license agreements for every product we use. Your software already requires authentication and an assigned license. What, specifically, prompted this email? Earlier today, I had two conversations on two separate podcast episodes about your direction with Fusion and why cloud-based API access makes sense for agentic MEP workflows. I was making the case for Autodesk. I think the product direction is right based on recent posts from @andrew_anagnost. Our company has been deciding where to invest our development effort: integrate our custom cloud agent harness into Autodesk, build on an open-source platform, or adopt one of the emerging cloud alternatives. That decision will lock in years of internal development and software spending. This decision is also central to our plans to expand @PermitZIP nationwide. An email like this becomes part of that decision. So does the time we have to spend responding to it.For more than a decade, we’ve paid for anywhere from 5 to 30 licenses each year. Autodesk is our single largest SaaS expense. This is a heck of a way to make our next platform decision easier. Starting next week, we’ll begin transitioning away from Autodesk products. We have nothing to hide and will cooperate with the audit. We’ll also be directing our future spending toward companies that earn our confidence as partners. I hope your audit goes well.
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The tech debt associated with the kind of AI output that yields a prototype game this quickly is usually so deep that it can't ever be brought to a production end. It gets too unwieldy to even make small changes because the codebase becomes a mess.
if you spent 3 years making a side scroller you learned A TON and you can say you actually created something if you spent 3 minutes generating a side scroller you learned *nothing* and created *nothing*
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Regardless of one's opinions on AI generally, it is a production speedup tool, not a fully-capable dev team, and any time you're handing anything beyond a basic proof of concept to it, you'll end up in an unnavigable morass you can't dig yourself out of.
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I have a lot of really strong opinions on this generally, but all I'll say is: you can't learn anything from making a new Unity/UE5 project and saying "make me a side scroller" and walking away.
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Aglæcwif retweeted
If you need a random color (e.g. procedurally coloring objects), you should use Oklab or Oklch color space instead of RGB or HSV. RGB may span the whole spectrum, but it does not pick fairly (leaning dark/muddy). Oklab is designed to more closely map to how we perceive color
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Aglæcwif retweeted
AI slop. Almost everything is mislabeled or wrong. Allow me to explain...
If you are new to procedural generation within game dev, here is a great starting point on how to leverage noise!
Readers added context they thought people might want to know
This infographic is AI-generated and mislabels several noise functions and their visual outputs. The post author acknowledged the graphic was generated by AI: x.com/slashskill_/st… A breakdown of the inaccuracies is detailed here: x.com/XorDev/status/…
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The number of people who don't understand that this is just to make the texture is hilarious LOL
WIP 15 Making a knit material #b3d
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Note: the barriers to this being real geometry aren't actually performance based (though this would be inefficient), OP said it was only about 50k tris. Instead it's practically and visual quality. This would straight up be nightmarish to work with a skeletal rig.
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The little fibers would love to bend through each other and cause all sorts of annoying behaviors, which is behavior you get to completely sidestep by baking to a texture. The downside to a texture is some stretching during movement that MAY look odd (unlikely though).
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Some of the replies to this are making me think about the one thing that disappointed me in Cyberpunk 2077, and it's that the prosthetics didn't move like prosthetics, but it is genuinely hard and takes lots of work.
The number of people who don't understand that this is just to make the texture is hilarious LOL
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I can find examples of what I'm talking about early in the week, but essentially pneumatics you'd expect to move don't move, and instead bend like normal anatomy. Totally fine, just broke immersion for me a bit.
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I suspect that blending hard body mechanics with soft body behavior is not easy at all, and there's a part of me that's very tempted to try it for myself. The problem with CP2077 cybernetics is that you do want to lean on traditional soft body transforms for most of the arms.
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It's genuinely not hard at all. There's several methods, depends on what type of object you're doing. This is an example I did for some reason where I baked a normal map from a 3D scan of an ancient sculpture, took like 3 minutes.
Replying to @arhourigan
i really wanna one day learn how to do baked textures
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I *think* I ended up using this as a decal, but the general idea is you take real geometry (like the woven sweater model) and point it at something else, and then project the normal/depth onto that object. It sounds complicated but render engines do all the work for you.
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I like Unreal Engine more than Unity and I'm tired of pretending I don't.
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was able to get them closer to the style I'm using too, which went relatively quickly, but it started to look suspiciously like "painting individual bricks yourself" LOL
With some cleanup of the UV/coordinate map and a new method of encoding brick locations, I managed to boost the scale at which you start to notice something really weird going on to 40, which is ~325,424 bricks, which is definitely overkill lol
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