libera/#shirakumo - IRC Chatlog
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18:40:35
Colleen
<Shinmera> they're available, but you might be looking at a specific url that has moved
18:43:19
Colleen
<Donar> Ah, I see, they're under the internals reference.
The engine is so awesome! Thanks for all of the work put into this. I've been trying to work my way through the source and learning. I'm still relatively new (only recently finished PCL), so it is a little slow going.
18:43:47
Colleen
<Shinmera> No surprises there, it's a mess of a thing that even I don't understand at times ðŸ«
18:51:06
Colleen
<Donar> It's already so large, the documentation efforts alone has to be massive. I am trying to record some of my learning process so that once I have a better grasp I might be able to contribute back with some helpful documentation. I was curious if you might be able to give some insight into the asset loading. With gltf, it is noted that only skinned mesh extraction is supported? I wanted to load in some exported gltf scenes with animated textures, is this possible or will I need to consider an alternative approach?
18:51:45
Colleen
<Shinmera> animated textures aren't supported atm and I don't have any ideas on how it would be supported -- I haven't looked at it at all
18:52:05
Colleen
<Shinmera> rigs, shape keys, and scenes, including cameras and lights, are supported though
18:52:23
Colleen
<Shinmera> as well as physics properties via the khr extension, and trial specific extensions for trigger volumes and so on
18:56:02
Colleen
<Donar> I am currently working in Crocotile 3D (https://crocotile3d.com/), so I am using it to walkthrough UV coordinates on a tilemap to create "animations", it looks similar to how the water is done here https://www.youtube.com/watch?v=K3X3ejsRMoY
18:56:34
Colleen
<Shinmera> I see. Yea that's just not a thing trial has a good mechanism for at this time
18:57:21
Colleen
<Shinmera> assuming the animation is stored as an atlas you can probably do it in a simple shader that offsets the UVs appropriately
19:01:19
Colleen
<Shinmera> if I were in my usual mental state I'd probably be looking at how it's done in gltf right now, but I can barely scrounge together the ability to do anything these days, so
19:02:16
Colleen
<Donar> That makes sense. I can probably avoid it for now and then once I get a playground set up for myself I might look into how that is handled to see if I might be able to crack that case! I just need to get something set up so that I can see some results and boost my motivation 😅 What has been your experience with working in 3D so far?
19:05:35
Colleen
<Shinmera> the tools suck, the formats suck, the techniques are complicated and difficult, it's so much more effort
19:07:25
Colleen
<Donar> I hope I am not probing too much, I apologize if so- but is it a common lisp issue? I have been trying to learn openGL with common lisp, and it seems that there are a lot of problems.
19:11:45
Colleen
<Shinmera> no, it's an issue of the industry being a combination of fast moving tech, NIH syndrome, and anti-compete dumbshit behaviour
19:12:17
Colleen
<Shinmera> so everyone reinvents their own solution, doesn't collaborate, and the few attempts at collaboration usually either don't take off, or quickly atropphy because the tech moves so fast and there's not enough people with time
19:17:56
Colleen
<Shinmera> opengl is just also very crusty because it's ladden with legacy, and all the info out there is all over the place
19:22:07
Colleen
<Donar> I have honestly been blown away by the amount of math, work, etc involved in just getting simple rendering up. I had originally thought to set out to do a doom-esque DIY engine myself, but I learned about Trial and I have felt compelled to learn it because of the very points you've raised (even in one of your recent blogs). I'd like to actively contribute, but I am still learning how everything is handled. Your CLOS usage is so awesome, but I am still not quite fluent in it yet
19:49:15
Colleen
<Hugo> I kinda fell apart a bit too during April. I felt like all the brilliant progress I made is just because Trial is so awesome, and once my game starts taking shape it will become apparent that I'm an idiot playing with big tools. In fact, I'm usually too far in the opposite direction, always feeling my ideas are more interesting than other designers. Through the pain of going through this, I think something adequate will be born, but at least it will be the expression of what only one person could do.
19:55:22
Colleen
<Hugo> Hm that was poor phrasing. I mean a self-expression. It's certainly not something one person could do.
19:57:33
Colleen
<Donar> "I'm an idiot playing with big tools" I feel this too. I like that Trial is modular in that it doesn't push to you solve things in only one way, which just adds to that ability to self-express while still utilizing the same tools that others are as well. I think it works to encourage everyone contributing to those core tools instead of solving the same already solved problem.
20:06:50
Colleen
<Hugo> at the end of the day we have to keep doing the thing and the rest will take care of itself
20:09:06
Colleen
<Donar> I'll definitely be putting in some time on it over the next couple weeks, so hopefully I'll have some more to share by then!