Farfalk

1.7K posts

Farfalk banner
Farfalk

Farfalk

@Farfalk

Freelancer Information Engineer. Trying my best in building sustainable ways for humans and machines to cooperate

@farfalk.bsky.social Katılım Nisan 2011
2.3K Takip Edilen192 Takipçiler
Farfalk retweetledi
Cory Petkovsek 🎮
Cory Petkovsek 🎮@TokisanGames·
Terrain3D for #Godot4 now supports terrains as small as 64x64m, and as large as 65.5x65.5km at full resolution. 🌐 GTA5: 9x12.6km (113.4km^2) 🌐 The Witcher 3: 8.13x8.13km (134km^2) 🌐 Terrain3D: 65.5x65.5km (4290.25km^2) With vertex scaling you could reduce resolution for 131x131km and more, or have a higher resolution terrain at smaller sizes. The kicker is that we only store the regions you use. Your world could be 37x the size of GTA, with a few small islands and lots of ocean. Only the land would consume memory and disk space. Region sizes now range from 64m to 2048m, and the maximum number has been expanded from 256 to 1024. 32x32 regions @ 2048m = 65.5x65.5km. This required a lot of optimization and restructuring from 4 devs to make feasible. A lot of work has been done to make the tool much more suitable for teams. Each region is a separate file with coordinates in the filename, and labels can appear in the editor. This enables different editors to work simultaneously without conflicts in git, and vastly reduces the storage requirement for each commit. These changes are available in nightly builds now, and v0.9.3 coming soon. It works with Godot Engine 4.2.2 and 4.3. In a future release we'll look at removing region limits entirely and stream regions in and out of a fixed size window. I'm basically discovering what my Out of the Ashes team needs and focusing Terrain3D efforts building that. The result is you get things you don't even know you need until you have them. Pictures: 1) 512x512m regions with labels 2) 128x128m regions, label size and distance reduced 3) 1024x1024m regions. Red square shows previous 16x16km limit. Blue square is 32x32km.
Cory Petkovsek 🎮 tweet mediaCory Petkovsek 🎮 tweet mediaCory Petkovsek 🎮 tweet media
English
15
84
649
49.2K
Farfalk retweetledi
alịa
alịa@alia0209·
seriously annoyed fresh linux, all of my peripherals, wireless devices, bluetooth devices, wi-fi, headset, mic, sound, all the games I enjoy, my whole dev setup all worked first time zero config zero setup zero installers where's the fight gone man
English
228
372
8K
263.7K
Farfalk retweetledi
✧rachel✦
✧rachel✦@VOIDTHROAT·
just got accidentally merged with the background layer and i can feel everything now. i can feel all of it.
English
32
4.7K
31.9K
634.4K
Farfalk retweetledi
Riley Neville
Riley Neville@rileypneville·
Just a quick video of the very normal web-based fast travel system in Isopod. 🕸️🧙‍♂️
English
302
2.2K
31.5K
1.7M
Farfalk retweetledi
Nodragem
Nodragem@Nodragem·
This week I took a break from my starter kit and worked on #GodotEngine's Gridmap. With some help from CreatedBySeb, I moved the Gridmap to the bottom panel and made a toolbar 🔧. I really think it could be the start of something awesome! What do you think?
English
6
33
474
48.1K
Farfalk
Farfalk@Farfalk·
@zeeg @getsentry What do you mean by "incrementally"? Is there a way to transfer on a single project basis? If so, that's awesome! ... But I can't find it, have you got any hint?
English
0
0
0
20
David Cramer
David Cramer@zeeg·
@Farfalk @getsentry Yeah definitely understand the case, was just curious if doing it incrementally was off the table. 12 might be doable, 50 would be a nightmare
English
1
0
0
34
Farfalk
Farfalk@Farfalk·
@getsentry every day I love you more. Our monitoring pipeline of bugs and feedbacks have never been in better shape, and it's so easy! There's only a small crack in this love... will you ever let us transfer organizations/projects between different data regions? 🥺🙏
English
1
0
1
143
Farfalk
Farfalk@Farfalk·
@zeeg @getsentry 12 projects in total. I ask because we're in Europe, and when we first registered there wasn't an option to select eu regions (available 15 Nov 23 iirc). Being in Europe, you know the drill. Not a strong requirement (we scrub all personal data), but often quite important
English
1
0
1
87
David Cramer
David Cramer@zeeg·
@Farfalk @getsentry I’m not sure we’ll ever enable this tbh. It’s quite a lot of work and ongoing maintenance for something that shouldn’t be super common. Is it a large number of projects you need to move?
John@johnspaetzel

@zeeg @levelsio @getsentry @honeycombio What I'd really love is if I could send Sentry whole traces but only save them if an error (or some other field meets a condition). That would be *chefs kiss*

English
1
0
1
145
Farfalk retweetledi
Xiao Tong 🦋 Am elsewhere!!
The twist that the moon was actually the space station had child me HOOKED. The way this was so seamlessly done with so many moving parts and details in 2002 was unfathomable to me
English
254
22.9K
183.6K
8.8M
Farfalk retweetledi
່
@tylerduran21·
@RobertSkvarla Minimalism is a psyop by big small to sell more less
English
16
385
6.5K
261.2K
Farfalk retweetledi
_not_found_
_not_found_@racca_simone·
Future game idea: Hunting down mechs with an antimaterial rifle and guerrilla tactics, late 90s retro-futurism aesthetic
_not_found_ tweet media_not_found_ tweet media_not_found_ tweet media_not_found_ tweet media
English
508
1.5K
18.3K
437.2K
Farfalk retweetledi
Game Maker's Toolkit
Game Maker's Toolkit@gamemakerstk·
These are the game engines that people used to make 7,711 game jam games, for GMTK Game Jam 2024. Congrats to @godotengine for the absolutely massive jump from last year!
Game Maker's Toolkit tweet media
English
90
540
4.5K
469.6K
Farfalk retweetledi
Nugget 🏳️‍🌈
Nugget 🏳️‍🌈@HotdogNugget·
High-fidelity, volumetric 3D impostors! Coming soon...✨ 126,000 tri tree mesh (left) vs 178 tri impostor (right)
English
115
695
7.9K
368.7K
Farfalk retweetledi
Shane Lynch
Shane Lynch@iequalshane·
Someone did a source port of the first Diablo making it completely playable from a browser!
Shane Lynch tweet media
English
108
1.9K
13.3K
635.8K