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Hey all, I have an idea, and I'd like the opinion of byob's resident 3D experts. The ludum dare game development jam will be from October 2nd to October 5th, and I think it might be fun if byob participates. That means that byob would work together to make a game from start to finish in 72 hours, and the game would ideally fit a theme that will be announced October 2nd. In my imagination, there would be a few people (maybe just me) creating the code for the game, but everyone in byob would be able to create and submit assets (music, art, etc.) if they wanted. I haven't run this idea by any mod yet, but let's assume for the sake of this post that there wouldn't be any issue with this. There's a month until the event starts, which means I have plenty of time to set up the development environment before then. So here comes the question: should the game be 2D or 3D? If the game was 3D then we could include all the 3D models that people make in blender. And we could still include 2D art. If for instance someone makes an mspaint drawing of a donut, then we could paste that donut onto a wall, or tile it and make it the floor texture, or make it a floating sprite in the air, or whatever. But I know nothing about blender modeling, so the people in this thread would have to really step up with some models (unless the entire game was 2d floating donuts). Also, I'd have to learn unity, but I think that may be doable in a month. On the other hand, we could just make a 2D game. We couldn't use any 3D models, but the game overall might be simpler, plus none of you would feel obligated to do anything. For a 2D game, I could just use haxedevelop, the same gamedev program I've always used - limited as it is. Any thoughts? I feel like if several people are excited to make 3D models, then we should go with blender, but if it seems like a chore to y'all then we should just do haxedevelop. TLDR: Do y'all want to make some 3D models for a byob project from october 2nd to october 5th? If not, instead we'll do a different project that does not need 3D models.
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# ? Aug 29, 2020 03:59 |
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# ? Apr 25, 2024 13:13 |
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it's an interesting and ambitious idea (ambitious for byob I mean, which is apt to declare success and move on). I might be able to contribute some assets, depending on how fancy they needed to be, and like the idea in theory!
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# ? Aug 29, 2020 04:16 |
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I don't know how much time i'd have to contribute but I could do some things We could also just do a thing where we pretend we are doing the contest and you make a game in three days! We get buy in from people for contributions over that period and then whatever it is at the end is what we've done.
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# ? Aug 29, 2020 04:21 |
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Manifisto posted:it's an interesting and ambitious idea (ambitious for byob I mean, which is apt to declare success and move on). I might be able to contribute some assets, depending on how fancy they needed to be, and like the idea in theory! Y'know, maybe asking for y'all to contribute models, AND me trying to learn unity, might be too much. So I'm leaning toward 2D & haxeflixel at this time. Actually, come to think of it, 3D animations could still be added as gifs or even sprite sheets, so that's good! I'll plan on going 2D, unless someone in this thread says they really want to try out the 3D idea. vanisher posted:I don't know how much time i'd have to contribute but I could do some things
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# ? Aug 29, 2020 15:03 |
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i just caught up with the thread and, although i am not blending, i just wanted to say it's so insanely good what everyone is doing. it blows my mind that single people can make these things!
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# ? Aug 29, 2020 16:26 |
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Blender 2.9 is out? https://www.blender.org/download/releases/2-90/ |
# ? Aug 31, 2020 22:56 |
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vanisher posted:Blender 2.9 is out? that's rad! I knew it was immanent but had not checked. this one is not groundbreaking but a lot of nifty little things that certain people will undoubtedly like, and I'm sure a bunch of bug fixes got incorporated as well. the next version that's coming out will have the "particle nodes" system, that will be a big change in interface for particle systems. seems a tad confusing at first but I'm sure it will end up being more flexible than the current setup. one thing you'll be able to do is have particles create their own particle systems, so you can make proper fireworks for example.
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# ? Aug 31, 2020 23:25 |
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anyone hosed around with lux core render? it seems more finicky than vanilla blender but the results are cool |
# ? Sep 5, 2020 19:53 |
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Jenny Agutter posted:anyone hosed around with lux core render? it seems more finicky than vanilla blender but the results are cool that's beautiful! there are a lot of other renderers that people can use with blender (free and paid) and they all seem to have various things to recommend them (drawbacks too). for the moment learning cycles and eevee is my focus but at some point I'm sure I will try some of the other renderers. I think I'm gonna focus on learning a new one when I start using particular features a lot in which cycles doesn't perform as well. I've heard it said that cycles isn't ideal for caustics, and there are some nice looking caustics there!
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# ? Sep 6, 2020 00:03 |
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I've been messing around with the Godot game engine lately, and it's been a blast. It reminds of blender because it's open source, and because it's one piece of software that can do a ton of different things. Here is a demo project (not mine) that shows the layout pretty well. Everything is super object-oriented; the Outside "scene" (aka class) is made up of a bunch of Puddle sprites & some custom made classes. The Flower class is made up of a sprite and a hitbox, which is pretty intuitive. The Player class is made up of a bunch of stuff. The busy gui may fool you into thinking this is a lightweight game engine, like rpg maker, but don't be misled; any object can have a script attached to it. The python-like language used here can implement everything from pathfinding to box2d physics to mobile touch controls. Oh, and anything in the gui can be controlled through a script instead. Shown here is a section of the player controls; if you press up, the 2D movement vector gets UP added to it, which is defined as (0,1) There's also an animation suite complete with tweening, onionskinning, whatever You can add effects to audio (and connect these effects to in-game triggers) I was originally drawn to godot over something like unity, because godot is optimized for 2D - but it also has a full set of 3D tools that I have not scratched the surface of. The following voxel demo, along with many other demos, can be downloaded from the godot website directly within the editor. In conclusion, godot is a good program, and my brain is too small to handle it. Thanks for reading my book report about godot.
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# ? Sep 7, 2020 04:55 |
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I haven't used godot since it got the update that made it 3D-capable, but it was super intuitive to me (which means it might not be really intuitive to Blender people, since Blender is infinitely counterintuitive to me). The animation system is exactly what I want from an animation system, how I would design it - you give it key-frames and tell it what some values should be at those frames, and how to interpolate between them, and you can also use it to trigger things that aren't animation related, like you can put in a keyframe "call this other function", so you can use it to trigger sound effects and things too. I made a really simple and effective talking character animation in a platform game by just separating the character's bottom jaw, recording a growly mumbly voice effect, and synchronizing some y co-ordinate linear movements and small rotations to the lower jaw, for a south park canadian kind of animation, it took me like 5 minutes from "never having touched the animation system before" to "synchronized audio and movements and word-at-a-time speech bubbles, triggered by player action, that look pretty good." (But then there was the godot update from version 2 to 3 and it wasn't compatible and I didn't want to continue using the older one because it had some bugs, so I just abandoned my project, as is my way.) |
# ? Sep 7, 2020 05:05 |
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roomforthetuna posted:I haven't used godot since it got the update that made it 3D-capable, but it was super intuitive to me (which means it might not be really intuitive to Blender people, since Blender is infinitely counterintuitive to me). The animation system is exactly what I want from an animation system, how I would design it - you give it key-frames and tell it what some values should be at those frames, and how to interpolate between them, and you can also use it to trigger things that aren't animation related, like you can put in a keyframe "call this other function", so you can use it to trigger sound effects and things too. But I agree that sometimes blender is counterintuitive! These cool functions can be tough to find in blender's gui. Anyway, if you ever did want to get back into godot, the good news is that 3.2 is a long-term support release, so the engine itself should produce minimal bugs for years to come.
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# ? Sep 7, 2020 05:43 |
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blaise rascal posted:Anyway, if you ever did want to get back into godot, the good news is that 3.2 is a long-term support release, so the engine itself should produce minimal bugs for years to come. So I still 100% endorse Godot as a great tool for other people making games, but for my particular blend of desires and preferences it's not a good fit. Though it is way closer than Unity or Unreal to being something I like! And it's only because I'm an old curmudgeon who remembers the days when a whole game fit in under a megabyte that I object to the performance issues that come with a game engine. And with engine quirks, even when I play AAA games I'm always like "how could they release this with the main character sometimes catching on the steps of stairs?!" or similar. This is probably also why I hardly ever finish anything. |
# ? Sep 7, 2020 06:49 |
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i got inspired by the thrad title (i haven nver held a bong in my life) |
# ? Sep 7, 2020 15:18 |
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Jenny Agutter posted:i got inspired by the thrad title (i haven nver held a bong in my life) FINALLY someone has the decency to post a bong in the blender bong thread!!! it looks v nice imo, I would smoke virtual weed out of it needs a carb hole tho, but I guess you could just pull the stem out in a pinch by the way, "carb hole" is my nickname for my mouth because I put carbs in it, for example pie sometimes
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# ? Sep 7, 2020 15:22 |
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Manifisto posted:FINALLY someone has the decency to post a bong in the blender bong thread!!! [furiously scribbling notes] |
# ? Sep 7, 2020 15:53 |
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roomforthetuna posted:And it's only because I'm an old curmudgeon who remembers the days when a whole game fit in under a megabyte that I object to the performance issues that come with a game engine. Anyway, sorry for hijacking the thread - on the topic of blender, I'd like to highlight this video that Manifisto posted a while back: https://www.youtube.com/watch?v=58lc8sLpJzY I wanted to mention how it seems similar to how the fish are animated in the game Abzu. Rather than animating the joints & bones like you would traditionally, the Abzu developers used what they call "static mesh instancing" - as far as I can tell, that means applying different sinusoidal positional and rotational animations to the entire fish model. What's interesting is that it seems to have massive performance benefits. Whereas they could only animate 30 or so fish on screen with traditional skeletal rigs, their static mesh instancing method let them animate 10,000 or more at a time. Check out their fascinating GDC talk on the subject: https://www.gdcvault.com/play/1024409/Creating-the-Art-of-ABZ Jenny Agutter posted:i got inspired by the thrad title (i haven nver held a bong in my life)
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# ? Sep 7, 2020 16:40 |
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blaise rascal posted:Haha. Sometimes I wonder what it would be like to think like an actual programmer, in terms of performance and whatnot. "Hack it together and pray" has been my methodology for years. Hopefully, Godot doesn't actually redraw EVERYTHING every frame, but who knows? |
# ? Sep 7, 2020 18:44 |
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I'm trying to do a render of a rainy thing, but the overhauls in physics since 2.8 or whenever the video I'm following was made means none of the options are the same so I had to find a different tutorial. It can get a bit like fractal tutorials at times |
# ? Sep 7, 2020 19:05 |
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NonzeroCircle posted:I'm trying to do a render of a rainy thing, but the overhauls in physics since 2.8 or whenever the video I'm following was made means none of the options are the same so I had to find a different tutorial. It can get a bit like fractal tutorials at times yeah I still haven't got the new fluid/smoke sim down quite yet. I've played with it enough to know how it generally works but I feel like I'm back to square one when it comes to getting stuff to behave how I want. the results that other people are getting with it look really great though, so I imagine it's worth putting up with the change. I know what you mean about the tutorials. it's great that blender is getting all sorts of upgrades so quickly but it does make it rather confusing when you find a tutorial that doesn't match the latest version. and we're going to have to relearn particle system when particle nodes comes along. whee!
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# ? Sep 7, 2020 19:24 |
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I'm having fun using simple planes for animations in blender. It's not too many steps to set up, rendering all the frames is the longest part. Here's something I worked up for the zoom call https://i.imgur.com/3nkdTqx.mp4
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# ? Sep 7, 2020 19:38 |
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I'm really struggling to make it create any fluid at all. I'm cheating a workaround for this thing cos it's only for hair particles, think my next project will be trying to figure out fluids. I'm doing the CGGeek animated rain one at the mo, pc hasn't set on fire yet! |
# ? Sep 7, 2020 20:27 |
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NonzeroCircle posted:I'm really struggling to make it create any fluid at all. I'm cheating a workaround for this thing cos it's only for hair particles, think my next project will be trying to figure out fluids. I think the thing that helped me with my confusion was changing the "type" of the cache from "Replay" to "All" or "Modular" as needed. "Modular" will probably cut down on your bake times if you're doing lots of tweaks. If it's not "Replay" though, you will have to manually bake your caches as needed. e: also make sure the "mesh" box is ticked under "liquid", or else your bake won't include a mesh and you won't see the fluid Manifisto fucked around with this message at 21:24 on Sep 7, 2020
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# ? Sep 7, 2020 21:10 |
Manifisto posted:FINALLY someone has the decency to post a bong in the blender bong thread!!! the bong is beautiful. mani may be a blender expert but has in this post outed himself as a bong amateur. pull stems are far superior to crude workarounds such as carbs
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# ? Sep 7, 2020 21:14 |
imagine if that bong was full of water and smoke was bubbling thru it tho
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# ? Sep 7, 2020 21:14 |
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owlhawk911 posted:the bong is beautiful. mani may be a blender expert but has in this post outed himself as a bong amateur. pull stems are far superior to crude workarounds such as carbs guilty as charged, the last time I purchased a bong was literally decades ago and pull stems may be great for people who don't drop things a lot, but for me I'm not so sure
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# ? Sep 7, 2020 21:23 |
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owlhawk911 posted:imagine if that bong was full of water and smoke was bubbling thru it tho lmfao i was just working on this exact thing and blender crashed and i didn't save in an hour. gonna go walk around for a bit |
# ? Sep 7, 2020 21:34 |
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Jenny Agutter posted:lmfao i was just working on this exact thing and blender crashed and i didn't save in an hour. gonna go walk around for a bit saving frequently is something that has become a habit for me, even though blender is usually not very crashy compared to other programs don't despair tho, there is an autosave that surely captured some of your progress. it saved another yobber's butt recently.
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# ? Sep 7, 2020 21:42 |
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Manifisto posted:I think the thing that helped me with my confusion was changing the "type" of the cache from "Replay" to "All" or "Modular" as needed. "Modular" will probably cut down on your bake times if you're doing lots of tweaks. If it's not "Replay" though, you will have to manually bake your caches as needed. Thanks for that. Well my road surface doesn't seem to be rendering out in the vid but tomorrow I'll figure it out and see about uploading today's cool looking mistake and hopefully what I intended Edit: Here's my 'didn't render the stuff I put the work into' animated rain https://i.imgur.com/HByyq46.gifv NonzeroCircle fucked around with this message at 23:04 on Sep 7, 2020 |
# ? Sep 7, 2020 21:45 |
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owlhawk911 posted:imagine if that bong was full of water and smoke was bubbling thru it tho did this with liquid and smoke simulation, it also looks diff because i used cycles instead of lux. missing those caustics ;_; otoh this rendered in like a minute as opposed to several hours |
# ? Sep 8, 2020 00:35 |
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Jenny Agutter posted:
niice cycles does caustics! but ya gotta tweak things to make them look how you want, light sources esp
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# ? Sep 8, 2020 00:52 |
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cycles render with some caustics, took about an hour and 20 minutes on my potato netbook
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# ? Sep 8, 2020 02:57 |
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that looks real nice I think this is how bongs work no one correct me https://i.imgur.com/rHlToVB.mp4 |
# ? Sep 8, 2020 03:46 |
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that is exactly how bongs work, good job, u done it
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# ? Sep 8, 2020 05:44 |
Jenny Agutter posted:that looks real nice it's real pretty. i won't correct you
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# ? Sep 8, 2020 06:20 |
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A beautiful bong. A majestic bong |
# ? Sep 8, 2020 06:32 |
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if anyone wants a blender bong https://mega.nz/folder/tcNlDKzZ#OPMy121G7lOrhZ5-9p3Hzw |
# ? Sep 8, 2020 15:22 |
Jenny Agutter posted:if anyone wants a blender bong https://mega.nz/folder/tcNlDKzZ#OPMy121G7lOrhZ5-9p3Hzw snagged it. respect
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# ? Sep 8, 2020 19:46 |
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Okay I stopped cheating and finally made something in Blender |
# ? Sep 17, 2020 08:28 |
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# ? Apr 25, 2024 13:13 |
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holy poo poo! amazing |
# ? Sep 18, 2020 00:40 |