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#godot

18 posts14 participants3 posts today

Lol, #Battlefield6 being the usual "'MURICA fuck yeah" nonsense. 😅 European countries left NATO (u serious?), the "US and its remaining allies" fighting valiantly against the evil <generic evil enemy> (not even lying, they don't even say who the enemy is. It's just "other countries").

They're so, SO desperate to still go with the US jingoism. Obviously story isn't important for Battlefield, but it's still silly.

Also they apparently just took the #Godot Engine for a major feature?!
#gaming

🤏 I was in need of a UI container that scales its contents to fit the size. In Godot all built-in containers reset scale and rotation of its child nodes, which means you cannot directly scale the child to solve this.

🎓 Luckily, custom containers are stupidly simple! All it takes to create one is defining two methods:

gist.github.com/YuriSizov/8846

It's not perfect because Godot's UI sizing is not fully stable. But it serves me well!

Started working on another track today -- a resort themed course. It's going in the broadly defined "Adventure" world with 3 other tracks eventually. Still a lot more modeling to do but I got all this done (and another small chunk not visible) done in a single session of #gamedev which was nice.

One thing that's quite fun is you go into that slide and get boosted out onto the pool closest to the camera. I think there's a lot of interesting opportunities for this theme so I'm excited to continue making this one.

Replied in thread

Fun with noise.

I added some noise to the light calculation, and got the dither I wanted for free thanks to the posterisation! Now I can do anything from a slight wobble in the shading transitions to a full dirty dither.

Also added a second noise source to the terrain and cloud generation, for more bumpy coastlines. And I accidentally created Europe!

Continued thread

I did try some more complex dither textures, and they actually worked quite well.

However I then added posterisation, and that looked kind of amazing imo.

I think what I would like is to make the shading rougher so that it doesn't produce the clean lines it has here, or to implement the dithering such that it also goes through multiple levels of shading within the palette rather than just overlaying black. So those are what I will be working on next.

Continued thread

Added a couple more levels to the shadow dither. It's a bit basic as far as a dither goes, but not sure if anything fancier will work.

Took aaaages to do this because it turned out the previous one was only working by accident; as soon as I tried using a larger dither texture it fell over :try_not_to_cry:

I might try to take the shade colours from a palette rather than just overlaying black, with or without the dithering.

KLAXXON! #SOURCE issue 2 is now available for download! In case you don't know what I am on about SOURCE is my attempt at an #opensource "pay what you feel" magazine. In this issue we look at #Godot, #Inkscape, #OpenStreetMap #Logseq #Termux and #Syncthing

There's a little more info and a direct to pdf link on my blog as well as links to Issue 1 which was a deep dive on Computational Fluid Dynamics with #FreeCAD.

concretedog.blogspot.com/2025/

Please Boost!