

Design your game so that people don’t need to strain themselves or do repetitive actions.
Say that to the clash of clan/slot machine games
Design your game so that people don’t need to strain themselves or do repetitive actions.
Say that to the clash of clan/slot machine games
I’m a little bit confused? What would Vulkan have to do with the CPU? Isn’t the GPU the important part here?
Having some being worse makes yourself good… Because we are living in a binary world 😉
That’s a good question and obviously the answer is “it depends”.
The main point we need to clarify here is what are you trying to prevent? If you want to prevent the player from accessing inventory or levels that should be unlocked later in the game and the game is Singleplayer not competitive in any way… Maybe keep your game open to be modified? I think people can decide on their own how they want to play those games. See legendary Atari code for example. However encrypting config files that hold those data should be enough for such cases if you really want to prevent the player from doing this.
If you want something like additional skins or bonus levels that can be unlocked for money encrypting files that control this in you game could be a start. But like you already said everything that is shipped to the user can be cracked and decompiled. So if you take this really serious you should maybe come up with a Server System that hold the information about what a player has unlocked and what not. But this would be quiet some work with running server cost etc. so unless you try to do the next Fortnite or Fallguys this is maybe overkill.
Last of all if you worried about cheating in multiplayer like one player editing it’s healthy or position than encryption should not be the way to go instead you should definitely implemented a client server structur in which the server hold all the critical information about all clients and client are more or less “just” taking input from the player and sending it to the server.
All of what you showed as reference is a very surreal art style. I don’t think “just” creating some lightmap and turning on glow will do it here for you.
It’s starts with a consistent and outstanding look of your 3D models. So using standard Asset packs will most probably not bring you the wanted results.
Then I think the one magic trick you are not expecting is shaders. Especially the light part in it will most probably change the appeal of your scene a lot. Standard BSDF Shader (that is used by default for every 3D objects) is designed to replicate reality. However you don’t want to replicate reality, you want to replicate a painting.
This video gives a great overview of what is possible when creating your own shader: https://youtu.be/jlKNOirh66E
It uses Unity but at least in theory I think you should be able to recreate all of this in Godot.
https://godotshaders.com/ holds some impressive shaders you can use and expand on.
Actually mastodon is the more viable option for journalist, because you’re not depending on the good will of a company (or some rich people in control of it) to not block you or restrict where you can be seen and where not.
It’s just that so many people don’t care about this.
Hey stop being sarcastic! This is a serious programing community here… Wait.
I thought that’s what GIF was created for… Even if the original introduction of it is saying something completely different.
So the point goes to unreal because it comes with a build in library of working copy/past examples?
But still if you want to know what you’re doing (which would be required to be able to fine-tune, extent and debug) you need to invest more time so IDK if OP would get much benefits of using Unreal.
A game like this can be done in every engine with similar effort I would say as long as you know what you’re doing.
Depends on what you call easy 😄
It’s just my point of view that there is no such thing as “easy” if you do it for the first time. It’s always easy if you know now everything works. Don’t want you discouraged you.
I think a project like this where you have a goal in mind and try to find out how to achieve it is much better to learn than following strictly a tutorial and just replicating it step by step.
What? Creating a nav mesh and copy pasting a script for the agents to move it will also just take a few minutes… It’s just that if you want to know what you are doing this will take you longer.
What you want to do is actually quite advanced topic. Godot is coming with some build in functionality that you can use Look for navigation mesh
But if you never used a game engine I recommend you start with baby steps and lern how Godot works basically. Try to create a scene, create an object, add a script and try to move it from code… All this stuff.
I would recommend to at least completely the getting started section of the Godot docs this should give a very good overview.
I need to text them right now…
If you want you can take it to the next level with parallax shader… https://youtu.be/eX7x1mJrQJs
I just realized that this seam’s to be a 3.x shader there where small changes in the syntax with switch to 4.x so I guess you would have to change some words in there… Shader language is still not that good documented 😞
I think with this they are even worst than China… Getting UK back to the top of at least one list must be the goal here.
I think Godotshaders.com has you covered for this https://godotshaders.com/shader/procedural-brick-shader/
Actually that’s just from 51% of the fediverse, like the article showed.
Other still are open to this topic and give Meta’s threads the same chance like any instance would get.
What we all agree on is that meta needs to play nice if they want to be part of the fedivers. But it appears to me some are so disappointed from meta (or maybe preoccupied) that they will never give meta a chance.
I cannot explain the exact details but I remember during the first great Twitter exodus some people discovered a drawback in the ActivityPup protocol that seems to cause performance issues when very influencial users post on a small/under powered instance.
Because communicating all that stuff to many other instances is more costly than spreading it only to people on the same instance. So technically speaking large instances have a performance advantage and must just scale accordingly to the user number.
Everyone agreed that this need to change in oder to ensure a healthy federated ecosystem but I don’t think it was be fixed by now.
Cool that it works but why would one do such a thing.
I assume you could render 3D stuff over a 2D viewport? Not really understood your setup maybe this is exactly what you’re doing.