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@defectivenull1

Autistic dude, artist/developer/composer and forever tinkerer, previously clarity i have a discord! https://t.co/eN6K9lroaK

Nowhere 가입일 Ocak 2010
660 팔로잉194 팔로워
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Null@defectivenull1·
Hope i'm not too late for #PortfolioDay Hi! i'm a composer and modder from Brazil. I've worked on several small levels over the years. Currently starting work on my own indie game. You can listen to some of the music i've composed here: youtube.com/watch?v=B9CM3v… Thank you for reading!
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Null@defectivenull1·
At this point i shoulda just taken another chance with a secondhand online store, would've taken just as long to arrive
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Null@defectivenull1·
> Sells SATA SSD's > Does not sell SATA cable along with it > store does not have SATA cables available. man i sure like computers
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i'm feeling incredibly fucking annoyed. Every single time i try to use Godot i go insane from all the dogshit decisions made by the developers, as of late the thing i've been pulling my hair out over is materials. You need to understand like, Blender sets the standards for how materials should work across any and all engines, so when i have so much fucking trouble dealing with just importing a simple roughness value properly i'm wanting to scream while asking "why the fuck would you give me the option to import materials in the glTF if the fucking engine doesn't read any of it" it's driving me insane. and then ppl go like "oh well you should just remake your materials in godot" but like, no fuck off. Godot has terrible material handling, the UI absolutely sucks not to mention like, i shouldn't have to make materials twice! This is just insane, how the hell do people deal with this much bullshit. Like oh it's better than unity even though unity actually imports materials properly and without making a fuss. Like other open source game engines have figured out how to import glTF correctly meanwhile the "savior of all gamedev" can't fucking do something as basic as this properly
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David Szymanski
David Szymanski@DUSKdev·
Personally, I'm still going to enter the AI future kicking and screaming. I don't care if it's an inevitability or not. I can't stop stupid bullshit but I can refuse to take part in stupid bullshit.
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Null@defectivenull1·
rainy day It's usually great until my power cuts out
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@Colonthreee just testing stuff, gonna make my own game with these tools eventually but right now i'm just getting my feet wet
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Null@defectivenull1·
fucking around with more light settings stuff. One misconception i had is that you needed to have SDFGI enabled for shadows to be casted, but that's not true at all and you can just do all this with just the default light settings. Runs at a stable 120 FPS too!
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Null@defectivenull1·
@DUSKdev bitwig seems to be good but it's not open source, alas david. you've found the one spot where linux suffers. Audio shit
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David Szymanski
David Szymanski@DUSKdev·
Anyone have recommendations for a good open source DAW for Linux?
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Null@defectivenull1·
@JKoukourakis nooo keep it, just add a curtain texture
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@roger_creus_art i already don't play the vast majority of new games cause of budget and hardware problems, i'm already doing this. Lot of my friends are too
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Rowye | Darkenstein 3D
Rowye | Darkenstein 3D@roger_creus_art·
The possiblity of an actual separation of gaming is not to be understimated. I will not consume or create games that do not make their own art, so won't a lot others. AAA is going to pursue this path, but we, on the other side, are a lot of people too. Less, sure, but a lot.
Georgian Avasilcutei@nimlot26

As an artist that worked his whole life towards realism in games I salute the DLSS 5. It really improves shading and lighting...the two things that we faked forever in games and that were probably the biggest limitation in terms of what can be achieved in real time. As an artist that sees where this is going...well....buckle up guys. I was talking about this stuff not long ago on a stream. It's more likely AI in games will not be about generating models and textures for you but a process at the end of frame creation that will generate details, shaders and lighting. I will venture to say that the next DLSS or the next major update in DLSS will include added details over a simplified render. I guess games will be all about creating the mechanics and blocking out stuff and at render time you will get a fully detailed and believable result. What that means tho is that all those skills that we've developed over long years to be able to create high quality characters and props will become obsolete. Even now, with DLSS 5, you can beautify something like that lazy ass slop of Starfield into something digestible which is mind blowing. Bad art suddenly is not that bad at render time so working out with low skilled, poorly paid artists is even less of a problem. I can just imagine how the suits in top studios are celebrating that the future will require less investment in art departments. I just hope they don't forget that they still need good game mechanics and stories tho.

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Null@defectivenull1·
@JoeyToroArt Dude this guy is LITTERALLY ME omg i fucking love downloading a game that i'm intersted in the setting and just running around looking at stuff and just imagining how it was made. This account is simply awesome.
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@JoeyToroArt this is fucking awesome, i've never heard of your work. That's an insane process for map making though. Honestly amazed i never heard of your work. Really impressed/jelous that you could paint all your textures as well, lotta hard work. Well done.
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Null@defectivenull1·
@DankDouglasYT oh you're using cogito as well hell yeah
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DankDouglas
DankDouglas@DankDouglasYT·
new level w.i.p
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Null@defectivenull1·
think i'm just done with competitive games for a while. As i grow old i find that i just can't put the time in to stay good at them and generally just feel diminishing returns from playing them. It doesn't help that one of them is just straight up not very fun, and like i keep telling myself otherwise but that's just the truth of it.
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Null@defectivenull1·
@TafferKing451 mantling adds so much to a game when combined with other movement mechanics, it's one of the best ways to add verticality to a game.
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Dillon Rogers
Dillon Rogers@TafferKing451·
No one tells you that when you add mantling to your game, a portion of your playerbase just become parkour madmen.
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