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Joined 8 months ago
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Cake day: November 20th, 2024

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  • I am not sure I got the first issue, you can rotate each tile individually before placing them.

    That’s the issue. I don’t want a sideways room tile, and for pure cube tiles rotation is only an annoyance.

    based on any provided 2d shape would do that. We can find a way to make them fit in a grid with some roundings

    Sure. I guess this would work but I dislike how custom of a solution that seems to be for what I’d say is general usage.

    I just want bitwise calculation 1x1x1 to 8x8x8, so I can place down a chonky arena wall (8x8x2) in the same grid as a hallway (1x2x1) etc without risk of double-occupying cells. The only time I’d want that is for non-block models that are designed to occupy the same space (different types of wall decorations).

    Autotiling would be nice, but that’s a step up. Similarly, cell types like on_wall, on_floor, and on_ceiling (and in_air/not_on_floor?) could (if their cell type is empty) allow autorotated placement (similar to the raycast placement added not long ago).

    These are the sorts of thing that would go in a proposal, possibly someone has already made these suggestions. If not, I am sure someone else would have better results writing it that myself. EDIT: proposal 1713


  • What I’m missing here is the ability to restrict rotation. Some cell types you will only want 1 rotation, some not at all (or maybe some other type state flipping/change rather than a different cell type). Especially if this could be done via Blender node name.

    Also would be nice if multiple sizes of cells (like 1x2) were detected properly (both 1x2 gridmap or cells that can overlap are not ideal). I was already planning on smaller gridmap(s) for obstacles/room-decoration etc but I assume populated cells from other gridmaps is not something taken into account there either (unless you manually do something with a script).

    I have also had issues with grid placement (offset) I assume because of origin. I had it working with a nice placement scene but ran into an issue when I had to remake the gridmap (because data loss, and yes I probably did something different), I ended up fixing it by putting all tiles in the center instead. Really annoying to fix that when I need to import the .glb and then export an unchanged scene to the meshlib.


  • I was going to say I wanted to see video of it in action, but after search on YT (video was not much more than your picture) in the recommendations I saw the donkey bike (aka velocinno, or velocino?) that looks like a more interesting small (but odd) bike.

    Odd because small front wheel (normal back wheel) and optional wraparound-behind-rider handlebars. Both gray footage (and British narration) and also many people chopping 2 bikes together (a child’s bike for the front wheel) to make it.

    No idea on how it is to ride (at least inverted behind-rider) though.

    left: a line diagram of a Donkey bike, showing a forwards and reversed configurations. right: a photograph or illustration on the front of a pack of cigarettes, of a besuited man riding said bike while smoking with his free hand

    EDIT: Seeing video of the non-reverse-mounted handlebars, I’m not sure the claim about changing posture is even true (that’s just about handlebar height, and it seems same either way). I think I’d prefer typical even just for mirror/shifting/bell/etc and mount-dismount (hop-back and tilt-bike-up if-needed).

    I mentioned in another comment retro-direct drive, pedalling backwards for the low gear would make something like this even weirder/cooler.


  • I have a similar feeling for my barely-an-ebike (250w geared folder, ~45lbs, bought on-sale). I sometimes wonder how a non-e bike would compare, it seems like it might be easier so long as I’m half-in-shape (though I don’t have a lot of incentive to ride, so I don’t exactly stay half-in-shape, so I’d probably need a nice stationary bike too).

    Wish I could try out a minivelo, probably not much chance of that in USA particularly not for a cheap price. Maybe a folder that’s better-designed than mine (D4S), Brompton is almost a dream (aside from even tinier wheels than 20") except way too expensive. Similarly, a lighter-weight frame like magnesium or titanium would be nice but probably also no.

    EDIT: I forgot to say, if I didn’t go with a derailleur a retro-direct drive would be neat. Maybe even cool to make a minivelo with that myself, not that I have really anything required to do so (converting it, maybe). Better if it were somewhat easy to swap gears out (like per-season sort of thing).



  • That’s not a contradiction, the fact that it is the page you get from searching the term is exactly their point.

    Looking at the page Doctor of Osteopathic Medicine, it even seems to point to both having the same origin (1874 USA) and later changing:

    Osteopathic medicine (as defined and regulated in the United States) emerged historically from the quasi-medical practice of osteopathy, but has become a distinct and proper medical profession.

    Be it resolved, that the American Osteopathic Association institute a policy, both officially in our publications and individually on a conversational basis, to use the terms osteopathic medicine in place of the word osteopathy and osteopathic physician and surgeon in place of osteopath; the words osteopathy and osteopath being reserved for historical, sentimental, and informal discussions only

    Though also…

    DO schools provide an additional 300–500 hours in the study of hands-on manual medicine and the body’s musculoskeletal system, which is referred to as osteopathic manipulative medicine (OMM). Osteopathic manipulation is a pseudoscience.

    and from the related sources:

    Mark Crislip also pointed out that DOs are using less and less osteopathic manipulation in their practice. This is a good thing, and hopefully it will eventually completely fade away. Essentially we need to distinguish between osteopathic medicine, which is mostly equivalent to standard medicine, and osteopathic manipulation, which is pure pseudoscience akin to straight chiropractic.

    EDIT: Also it really sucks that things are muddied like this, I have a neck problem and there’s a potential solution that uses a precision machine but I have no idea if it’s a real procedure or just more quackery. I’ve asked a few times and got no responses or just downvotes. Though I also don’t know if the chiro places near me have it or the needed x-ray capability.


  • EDIT: On second look I’m guessing the description was more of a rhetorical (which would make more sense if it were read before the image). So all I can say is

    <me pretending I have a project>: haha same

    original

    I have all of the free time but feel terrible most of the time, so everything really. When I actually do sit down to actually try something,

    it:

    a. goes nowhere (failed attempt or no idea on how to start)

    b. works, but has some blocking issue (or otherwise is not as viable as I hoped)

    c. is… fine, but not quite smooth for me

    d. does not seem to exist as I expect, slowing my workflow

    e. is actually viable, but clunky (Godot’s gridmap, unless manual config)

    Not that I really have ideas, more of annoyances with common game mechanics (or that lots of new stuff is bloated from textures/video/non-compressed audio etc.) really.

    For a couple of things I have made (both text-file formats+loaders), one of them I had no desire to do the writing to utilize (adventure book, for a toolkit… also font scaling wasn’t as good I wanted) and the other (2D polygons, Raylib bindings) I was a bit unsure on usage (fans vs strips, loading multiple) and couldn’t be bothered to develop to a usable state (GUI editor etc).

    Some of it I know I just need to start with something simpler (I am already leaning towards this with 2D or 3D polygons) and get anything started*, but I don’t seem to be there yet. Maybe something will change…

    * still difficult having an idea that is both viable and engaging for me, and even the simplest 3D I’d still need to put a bit more prep-work in (Blender template file, importer script for materials and better node view, checking Godot color palette options to see if one allows keeping my x5 ramp width) unless I just don’t do that and ignore/manually do some of those (material overrides on import aren’t difficult for example, particularly when I won’t have many materials anyway)







  • Also wouldn’t blender be better suited for vertex colored animations?

    I make the models in Blender. Animation itself could be done in either, but a mix of the two probably makes more sense (Blender for character animations, in-engine for more dynamic/combined stuff or scenes etc.).

    Blender-only would probably be fine if you can export to Blender Game Engine but I’m not sure it’s really a thing anymore. Godot has exports for multiple platforms (also obviously, interactivity). Though anything that could render a scene could work, Raylib or other frameworks/engines.

    I feel like in either case the point is lost though since it’ll have to be rasterized eventually.

    Not quite. The major point is that it’s being rendered on the user’s computer as-needed rather than the rasterized result being loaded for every pixel on the screen for every frame. The data difference can be huge, particularly as the frames/animations add up.

    The most “real” implementation also allows zooming and transformations whereas something like a runtime-rasterized SVG might have ugly pixellation if you do that (haven’t tested Godot’s new SVG oversampling) or even just from bezier conversion with too few points. So I prefer real minimal polygons over rasterized-solution SVGs.

    The 3D version of this isn’t even anything exotic. It’s just a 3D game without textures, using old techniques that actually still have some support thanks to being in the 3D formats. It’s an aesthetic choice that is also an optimization.


  • I miss Flash for vector reasons, both for animations and games. My internet is still slow enough to matter, especially with streaming speed/stability issues.

    WebGL is a thing but a bit of a mess, especially downloading. Ruffle or using Wick editor are options… but even Newgrounds doesn’t highlight this (unless you find it first and go to info page from there). I assume most animators just render their animations now.

    Have tinkered with vertex color (untextured) models in Godot, I see workflow possibilities there (also for 2D to a lesser extent) but good luck if it’s gotta be me. Some chunk of development is also different from the content it allows.