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Future Battlefield game aiming for ‘the most realistic destruction effects in the industry’
  • Now, I'm assuming they mean pre-computed and animated destruction, but there's a little part of me that's hoping they go Red Faction Guerrilla with it. A large-scale FPS where the battlefields can change in violent and truly unpredictable ways would be incredible.

  • Why do my TPU prints look like this?
  • That looks like a moisture issue to me. Some TPU filaments will absorb so much water from the air that when heated, the water boils out and creates awful bubbling and pitting in the printed part.

  • How original
  • The W11 SE laptop I bought this week had an energy drink ad as its default background. It was a genuine shock to see how bad things were getting over there in the Microsoft world.

  • Godot looks great, but I want to separate game logic and display.
  • It's not something that's immediately obvious, but Godot's scene system is pretty much entirely optional. You can bypass it and interact with the various servers that handle rendering, navigation, physics, and other core functionality directly. They actually recommend it for performance optimisation. You could also implement your simulation using that same server architecture if you wanted to: https://docs.godotengine.org/en/stable/contributing/development/core_and_modules/custom_godot_servers.html

  • InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)MO
    Moldy @kbin.social

    My other account is Moldy@programming.dev PM me there if messages refuse to come through to this one.

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