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I started learning Houdini tonight. And by Houdini, I mean Blender Geometry Nodes :3

I'm hoping to construct an ad-hoc level editor for my driving game thing and export point sets for object placement, curves for the roads, and height maps for elevation. I'm not sure how to make blender shit out a sparse height map, but I'm sure I'll find some abominable way to do it with python.

I wonder if my old wacom tablet still works 🤔

weird, pressure sensitivity doesn't seem to work anymore, but otherwise it seems fine???

ok the gnome wacom settings test panel thing shows the pressure sensitivity working just fine, so I guess it's just the gimp that's the problem hopefully

aaand it crashes blender :|

there's too much linux in here >:(

yup completely random which applications it works with. blender doesn't pick it up at all?

by any chance is this yet another thing wayland fucked up?

I'm gonna have to install Windows again to use this thing aren't I

Yup. It's wayland. again! it's always fucking wayland! I hate you so much wayland. The tablet works fine with Blender if I restart Gnome in Xorg mode. This operating system is such a fucking joke my hands are shaking with anger right now.

If you're going to wander into my mentions to tell me that it's good actually preferred even that the wayland team broke an entire ecosystem of applications that was working just fine for the last 20 years, do me a favor and just go block yourself instead? I'm not in the mood.

when linux gives you wayland you burn linux's house down

aeva

I made some progress tonight on learning ! I made a little relief with an elevation map of Kauaʻi and a blue noise texture to hide the banding.

I added trees

it's amazing how much blender has changed since i first spent several hours making a shitty gingerbread man in it back in '02

I remarked to someone that the cost of [open source thing] is "you get what you pay for", and was thinking about how that always sounds snarky and mean but it's totally true and it works. I subscribed to "Blender Cloud" years ago for the tutorials and left the ten bucks a month faucet on for all this time and look what all it can do now :O

watch out tech artists i know houdini now

hornswoggled!

experimenting with using splines to draw roads onto height maps

I figured out how to make non-uniform grids with geometry nodes 💀

I like this Zachtronics game

This looks better than expected with an arbitrary height map applied. I don't strictly speaking need to fix the tearing for what I'm doing, but I might try and patch it up later so my in progress screenshots look nicer >_>

my feature wishlist for

- selective subdivision (either a face selection field input or making the level input a field)

- collapse edges / faces / vertices operator

- python nodes

played around a bit more with my "drawing roads on terrain" prototype today. this is starting to get a little closer to what I want

@aeva What blew me away is how fast new contributions and contributors steamrolled in once we got the new ui in 2.80. Genuine paradigm shift, blender became something every 3D industry started watching overnight, instead of that weird hobbyist program no one worth their salt actually used and all that other nonsense.

@MissAemilia all this after like decades of ton saying no we can't just peel off the ui and put a better one on

@aeva
In a way, I'm glad it took a long time because a lot of care, consideration and effort got put into the new UI and that all clearly paid off.

@aeva Started with 2.4x. So much has changed but it's still so firmly lodged in my heart.

@aeva I avoided it for so long because of like 20 year old memories of how shitty it was, but it's good now?? I used it to match a camera move in a video project a while back and it was great actually???

@aeva I'm a tiny baby ('06) so have no recollection of that long ago, yet it's so different to how it was even ten years ago when I first got in to it at age... Eight? nine? It's such a better experience to use it now. What portion of that opinion is up to me no longer being eight years old is up to interpretation but I think it's definitely changed for the better lol

@aeva aeva i swear to god what is with your theme choices :jarden_unhappy:

@aeva Cool theme! Never even thought of Blender having theming choices. 😅

I'm interested in the drawing roads on height maps thing... So you actually create the "road" first and then have the geo nodes create a fitting height map?

@tsturm yeah sorta. I made the height map with noise nodes first, then drew the spline into a separate object for where I wanted the road to be, then pulled that into the geometry node graph to modify the elevation of the terrain

@tsturm as for the theme choices, there's a ton of them available as optional theme extensions you can install through the official extension repository thing

@aeva Ohh - I need to look into that. I'm pretty tired of the super-dark-grey scheme that Blender has going on.

@tsturm a lot of them are boring gray or dark themes but there's quite a few interesting ones with very different color schemes.

@aeva I somehow never thought of it that way round - it's always been "how do I ever make this road fit the terrain?" [head desk]

@aeva I love the chaotic energy of changing your Blender theme every time you share a screenshot

@PathogenDavid there's so many of them XD

@aeva when you put strawberries and yogurt in your blender

@aeva I'm getting the impression that your theme is sliding through colour hues like an RGB gamer keyboard.

@MissAemilia I've been considering making an extension to periodically (as in via a keyboard shortcut) switch to a random theme

@aeva So you are just changing it for each screenshot. I respect the effort. Definitely sounds like you should make that plugin, or at least something to do it on a key-combo so you can semi-automate your screenshots

@MissAemilia oh no, I mean some of these yes, but I've also just been switching themes periodically because I like the variety

@aeva the u and the tt both look like cat silhouettes

@aeva does that say butts?!? lol

@aeva It looks like something at great velocity and weight crashed into a tiled floor at an angle, tearing up tiles and the ground underneath it.

@aeva I've done selective subdivision with geonodes, it's a pain ;w;

@efi how do you do it without tearing?

@aeva idk, there's no general case for it, I had a selection for each axis aligned edge with a different subdivision and had removed all the original faces prior so it was not a regular use of the tools
I made 3D walls out of a flat top view

@aeva I guess you could snap every vertex to the min upwards of all the vertices on each column

@aeva Python nodes. The noodles look like actual pythons!

Danger noodles 🐍

@aeva wow this is nice! How do you do it? You have an existing terrain, draw a spline over it and project the vertices of the terrain around the spline to its plane? I guess the terrain has a high resolution. How do you transition on the edges?
Result looks great!

@made the terrain is a noise function but a high res height map w/ mip maps would also suffice. I sampled the noise function at several frequencies w/ interpolation to make a nice low frequency variant, and interpolated between it and the full res version with the distance from the road spline as the interpolating factor (with some fudging with curves, and an elevation offset to lower the road a bit)

@made then once I had the basic terrain in place I projected the spline downward on to the terrain so that it more or less conformed to the elevation, then extruded a curve for the road along the spline. Then I projected the terrain on to the extruded road mesh (w/ some more distance interpolation fudging to make it look nice) and discarded the extruded road. The result is all one mesh that can be rebaked back into a height map.