I still don't understand how an LLM even 'suggests targets'. It's just jacked-up autocorrect - there's no actual algorithmic intelligence involved. How can something that's just guessing what the next word should be sensibly pick military targets?!
I still don't understand how an LLM even 'suggests targets'. It's just jacked-up autocorrect - there's no actual algorithmic intelligence involved. How can something that's just guessing what the next word should be sensibly pick military targets?!
Ha, nice!
I always thought the concept would make an excellent game.
CALX is the good stuff, thoroughly recommend the Next Fest demo store.steampowered.com/app/2022640/...
The now familiar feeling of browsing through Next Fest demos and being incredibly disappointed at how much slop abounds...
Yeah. Regarding misalignment, I've had some success with reverting a couple of commits that I reckon are problematic: github.com/godotengine/... You may also get better results by not using the automatic UV2 generation and instead manually creating the UV2 map.
In my experience they are kind of broken, especially if youβre going for a fairly low resolution. What issue are you having?
Just wanted to say Iβm really enjoying these videos and genuinely look forward to every new upload.
Twitter broke people
Love all the bold edge highlighting
π¬
Iβd also check you donβt have a gas leak.
I mean, it does look sick af
kinda knocked it out the park with this (dated) design document for game 2
I love this.
teletext save
#metaxiagame #gamedev #gamemaker
Positioning will be key when fighting groups of monsters.
Ooo, looking forward to watching this later.
I love these, incredible work!
weaponry for nextgameTM
That's comfort right there.
Ship it
Seems like a solid guy with possibly the best name ever www.youtube.com/watch?v=0WSQ...
Haha, what?!
roaming Upper Howling are amalgamations of flesh and bone, strung together by the hopes and dreams of their previous souls
Cool. What texel size are you using for your lightmaps? I've had issues trying to get LightmapGI to bake decent lower res maps (e.g. Quake style 0.4m texels) and have been trying to investigate what's wrong.
This looks great. I see you're using Godot, out of interest how are you doing lighting?
That's super strange as Godot is just calling Blender's GLTF export functionality so there shouldn't be a difference between those two workflows, assuming the settings in the Godot Import tab for the .blend file are equivalent to the export settings in Blender.