#video on making #shaders in #Godot for fake water #graphics or fire, etc. He maps a sum of two noise textures (fed in as uniform sampler2Ds) to the water depth, uses that as a displacement to sample from another texture, then smoothsteps the depth to get some white highlights on the waves.
#video of talking head shouting about eroge #games she really likes
#video #tutorial of making a 3-D dungeon in #Godot with #Blender
#video of making a 3-D dungeon in #Godot 3, pretty simple game with a tilemap and his own homebaked system for mapping that onto a 3-D model
#video #tutorial by Brackeys on making a 2-D platformer in #Godot
I’m also seeing this bug in #Godot, crashing after sharing my screen in #Discord
#Godot has rather anemic #crypto support, just RSA and self-signed X.509 certificates
interactive 2-D SPH liquid #simulation in the browser (not MPM)
#video of #Godot addons for 3.5 (some of which don’t exist yet for 4.x)
#Alpha-Phoenix #video about how electrical impulses propagate through wires, reflecting a step off a short circuit and varius other impedances. Very nice four-dimensional plot of voltage against position, time, and impedance.
#Godot supports #Ogg Theora video files, and in 3.x it used to support WebM, but not anymore. But it can’t seek! Not very useful.
#video on top #Godot 4.2 new features: real 2-D HDR and therefore glow, 3-D F*** super-resolution, a reworked particle system, creating custom texture objects in compute shaders, dynamically recomputed nav maps, fixes to tilemaps including flipping and rotating tiles, code region folding, debugging threads, in-editor hot reloading of GDExtensions (in C++), GDExtensions in wasm, C# in wasm and Android and iOS, etc.
Quinn Sandra Dunki, #Blondihacks, profile from when she was working on Oni at Bungie Software in 01999, after working on the Ultima VI port to the Mac, Goo Project for N64, and as a sysadmin at SGI, where she made shareware Irix #games #history
More #games credits for Quinn Dunki, #Blondihacks: The Saboteur (02009), Full Spectrum Warrior (02004–6), and Oni (02001)
02004 Interview with #Blondihacks (Quinn Dunki) about Full Spectrum Warrior #games, mostly about AI
02014 interview with Quinn Dunki (#Blondihacks), explaining that Full Spectrum Warrior started out as a squad tactics training simulator for US STRICOM. #games
#Blondihacks explains the #bootstrapping of #manufacturing #precision in #machining: #history (Vaucanson, Maudslay, Andrey Nartov), and promises a series of articles covering the topic comprehensively. But that was six years ago.
the following #Blondihacks column on Hackaday is in /category/hackaday-columns/page/392/ and is from a month later. It explains that “there are parts in all machine tools that (arguably) only lathes can make”, which is why Gingery starts #bootstrapping #machining with one. Well, after metal casting. And it explains that, when turning between centers, the lathe is only imprecise in two dimensions instead of three. That seems like it’s on the right track to why it’s useful for bootstrapping #precision #machining but not a fully adequate explanation. Searching for further columns in /category/hackaday-columns yields no results up to June, which is where I gave up.
Curt Filipowski #manufacturing a #machining lathe from concrete and a CNC router with gas-pipe ways
#Blondihacks writing about #machining a test bar on a lathe to test the twist in its ways for #precision
#Blondihacks did write another article on Hackaday about #machining #precision, this time about rigidity