Paweł Łyczkowski

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Paweł Łyczkowski

Paweł Łyczkowski

@PLyczkowski

Remote modeling and texturing for games. In free time working on a passion project in Godot - @PlayArtisan. https://t.co/8Eh1QIfMQV

Warsaw Se unió Kasım 2012
1.8K Siguiendo1.9K Seguidores
Paweł Łyczkowski retuiteado
Foyezes
Foyezes@Foyezes·
Learn how to blend two materials using Height Blending in this new episode of the Godot PBR Mastery Series. Turn a flat material blend into a realistic layered surface. #GodotEngine #Godot
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Paweł Łyczkowski retuiteado
KIRI Engine - 3D Scanner App
KIRI Engine - 3D Scanner App@KIRI_Engine_App·
3D Gaussian Splatting inside Godot🎮 Instead of forcing splats into a mesh pipeline, this project adds a separate rendering pass🤩 and blends it after mesh rendering. And yeah, it’s fully open source🥳
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Stormslayer -HD Remasters/Gamedev
Stormslayer -HD Remasters/Gamedev@StormslayerDev·
@zipiol You know after looking at this again, I made a mistake. the middle image is actually flipped in the wrong order. (30% reduction) This is what 70% looks like. its still bad imo, the face shape is clearly changing.
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Stormslayer -HD Remasters/Gamedev
Stormslayer -HD Remasters/Gamedev@StormslayerDev·
PSA No this doesn't work you can't just reduce DLSS5 to 30% with what it is doing. That's because when you blend shit with anything, there's still shit inside. This is about as effective as pouring spoiled milk into a new container to keep it fresh. I've showcased why Generative AI has no place in upscaling tech. Hallucinations like this poison your result.
Stormslayer -HD Remasters/Gamedev tweet media
Blaidd@leoblaidd

Acho que esse filtro fosse reduzido pra 30% só pra dá um grau na iluminação ficaria muito melhor do que esse visual de "embelezamento do insta". Eu fiz o teste nesse do Hogwarts legacy:

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Henning Sanden
Henning Sanden@henningsanden·
My timeline keeps being incredibly right wing, I keep muting words but no matter what it defaults to right wing bs. Any way to mitigate this?
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Paweł Łyczkowski retuiteado
StayAtHomeDev - Making Children of Kronos
This is PopcornFX, a 3rd party VFX tool. Godot Engine plugin coming soon. - Custom plugin run, not tied to Godot particle system - Exposed parameters in engine - Works with Godot materials - Node based editor A whole new way to create particle effects for Godot.
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Paweł Łyczkowski
Paweł Łyczkowski@PLyczkowski·
@henningsanden Statement way too generic to comment on. Meaning "Can make capable games in 2d and 3d and apps"? Then yes. Meaning "has a built-in multithreaded ECS solution and graph based vfx system"? Then no.
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Pierce Boggan
Pierce Boggan@pierceboggan·
@jeet_exist What behaviors should we improve? FWIW, Codex does very well in our offline evals with @code harness but possible we don’t have cases in vsc-bench to cover the behaviors you observe
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Jeet Majumdar
Jeet Majumdar@jeet_exist·
Codex is great but not inside github copilot. But in official openai codex. @pierceboggan do something about the codex harness in Copilot.
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Aki
Aki@AkiAndFam·
OK, so this is a really cool @MarathonTheGame quirk - This "lobster" was blue for me (Assassin) - but for one of my teammates (Triage) it was red. For my other teammate (Destroyer), it was green?! WILD. How many little quirks will we find in the world like this?
Aki tweet mediaAki tweet mediaAki tweet media
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dominik kundel
dominik kundel@dkundel·
Windows devs which apps would you want to open from the Codex app? Also do people still use Notepad++ after the whole supply chain hack?
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Marathon
Marathon@MarathonTheGame·
ROOK ONLINE. Join the Server Slam: Feb 26 – Mar 2
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Paweł Łyczkowski
Paweł Łyczkowski@PLyczkowski·
@VeryBadSCAVR "need some kind of 'landing area' in between raids where your PMC is in limbo, unable to interact with stash", "A benefit of this would be to allow players to split up transit sessions". Quoting @Gigabeef
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VeryBadSCAV
VeryBadSCAV@VeryBadSCAVR·
Transition exploit, which is using transit as extra extraction point is being fixed 😮 Took a while but definitely needed. Or.. what do you think? Did you use it? Do you want it to be gone or no? I personally hated it and never used I remember people saying it's a feature 😅
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Ioannis Koukourakis
Ioannis Koukourakis@JKoukourakis·
About that collision layering system I mentioned earlier: I had a hard time remembering which collision layer was what, so I took it a step further. While the engine still handles layers agnostically (bitmasks), I added a simple .ini file to name them.
Ioannis Koukourakis tweet mediaIoannis Koukourakis tweet media
Ioannis Koukourakis@JKoukourakis

One thing I really liked about the Godot engine before I switched to my own tech, was how it handles collision groups and masking. It’s simple, intuitive, and just works. So I ended up replicating that logic in the Detis engine.

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JJ
JJ@JJLiebig·
@Gigabeef @_Waffle_Bandit_ You don't have to render a second viewport for it, you could "just" save a million low res, Gaussian'd cubemaps instead per map and offset them a bit Current implementation is fine though imo
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🧇 WaffleBandit 🧇- Жрица 🔜 Crazy.
I feel the optic glass update in #tarkov is getting there... But it's not reflective enough or even at all... It's just more colorful imo. This is my Leupold LPVO's glass. Reflective and almost mirror-like. Hopefully future updates in game gets the glass looking more this, no? @bstategames @nikgeneburn Granted I'm tech stupid so it's probably more difficult to achieve this than I might understand lol
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Rhys
Rhys@RhysSullivan·
I am once again telling you about VSCode's best feature - native tabs All of your windows can get merged into one mega window with tabs at the top to navigate them
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Leslie Young
Leslie Young@pl_young·
I love how easy it is to add custom stuff to the #GodotEngine editor side. In this case I wanted enum flags to render on one line to free up more space in the inspector.
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HAPPYLAND
HAPPYLAND@happyland_games·
Rebuilding the game code from the ground up! 🤪 After hearing your feedback, we knew card battles needed to be spatial. We think we’ve finally cracked it. What do you think? #indiedev #IndieGame #GameDev #Deckbuilder
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