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Cake day: November 20th, 2024

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  • I understand fragmentation here, as you can get what you need in a format that works well-enough.

    Different package formats often have technical differences. Recently I had the choice to use something from a flatpak to reduce lib32 dependencies on my system… but I didn’t go with that as the other dependencies it needed (openGL, graphics driver etc) were redundant thanks to sandboxing (~2GB download!).

    Anything native from itch, GOG, or humble doesn’t really ‘install’ but rather they are just extracted… so the files should be what it is (portable, except game saves/user data likely won’t be). This allows you to run it off of a slower+larger-capacity drive.

    EDIT: Also if you need to compile it, probably will also just compiled to where you put it (to a bin folder).

    Non-system stuff like this is more viable for things that you don’t need updated frequently/ever (particularly games/software post-development). For sure most-of-the-time the best experience is via your package manager.


  • Is there a proposal for adding an option of sparse speckle* noise to Godot’s generated noise texture?

    I’m sure this is easily achieved with a dedicated texture (or two, so the light speckle can be more visible beyond the regular highlighted area), but I don’t seem to be having much luck making or finding it.

    *=Most of the original color is untouched but with lighter and darker splotches ideal for a stone texture or to just break up flat color.


  • Can 3D substitution* animation be exported from Blender? This isn’t easy to search, though what I could find seems like importing animations in general needs more clicks than expected. Even better would be a workflow with greasepencil and geometry nodes (though searching w/Godot leads to a paid tool), especially if that can also be used for vertex colors.

    I have my doubts here as the first thing I tried (a custom shader with a 2nd vertex color map hooked up to glow) didn’t work. Though I’m not sure if that was an issue with gltf, Blender, Godot, how I exported it, or something else.

    *= Switching visibility to another model rather than using deformation or texturing. If this does not export easily, I guess it’d be easy enough to manually do with Godot’s animation player so long as there aren’t too many frames/animations/states.



  • insomniac_lemon@lemmy.cafeOPtounixporn@lemmy.world[XFCE] Unreleased XFWM theme
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    18 days ago

    It was too slow for an edit, but this is the older version screenshot (note:Imgur only loads links for me with a private window)

    One small benefit of the current layout is that I can see both edges of a rolled-up window (when focused).

    I would definitely try more things if I had more control. Big text would be nice with content overlap (or outside window+outlined+noBG?), inset controls especially if dynamic. Maybe even different placements of title or buttons.


  • insomniac_lemon@lemmy.cafeOPtounixporn@lemmy.world[XFCE] Unreleased XFWM theme
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    18 days ago

    Fair, I have no idea if there’s much interest.

    For difficulty, I would make wider+more spaced buttons if dynamic sizing were a thing (without it, small windows would have shorter titles when focused).

    If you mean visually, yeah not many pixels and with this layout I cannot put a background behind the window buttons without it spanning to the title. The previous version has it but was right-justified, so cannot have the buttons disappear without the title shifting (the shown version allows longer titles when unfocused).