yotsuben

this user is riddled with disease

graphic designer, video editor, podcaster (the good kind, I swear), and lego-liker

 

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https://cohost.org/aceattorney



joewintergreen
@joewintergreen

On Twitter once I did a big thread where I went through Half-Life Alyx's SDK - so this is Source 2 - and had a big ol' yarn about 'em. That thread's turned into a useful resource, so here it is in Cohost Post Form.


vectorpoem
@vectorpoem

if you did level design before the early 2010s it's weirdly hard to talk about the state of level design tools today. i feel like at some point much of what i valued in tools just went away, and it was like having my hands blown off in an accident or something. sketching spaces in UE4/UE5 for day job is just not fun, it's so slow and cumbersome and painful to iterate on. i'm sure it was a major contributing reason i started focusing more on older engine personal projects, eg Doom, Quake, etc.

anyways yeah, the torch for better level design tools is still being carried if you know where to look, it's just not reflected in the mainstream tools that everyone new is pushed to learn. and i hate that. i know a better world is possible there, i just don't have the energy to put my weight behind it right now.


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in reply to @joewintergreen's post:

I, for one, am enjoying the Joe Wintergreen level snark greatest hits.

I threw some thoughts here: https://cohost.org/egotists-club/post/2270257-today-in-sisyphean-b after your latest round with Ryan, BTW. I have tremendous respect for Ryan, who publishes in the same areas I do, has a number of really good papers out, and really knows his shit; but I really want to know what internal data Epic has on tool use patterns that's telling them that people don't want this sort of thing, that it's not cost-effective to develop because nobody wants it, and that what people really want is more enormous art bills for one off or prefab meshes. That just makes no sense. Or maybe it's just another variant on Henry Ford's statement that if he asked what people wanted, everybody would have voted for a faster horse.

As I said, I really wonder who they are polling here. Even amongst AAA licensees, surely somebody would just like to make some nice corridors?

(I had assumed that the usage pattern for Nanite was that you would take a base set of brushes a la the HL:A stuff and just kitbash the everloving toot out of it, but apparently this isn't a thing. I'm even more confused by the claims further in the thread that we can't do this sort of geometry and must rely on instancing for everything is the GPU's fault, and I want to see the data for that as well.)

I think he really got turned around in that discussion. We don't need instancing at all, Nanite guarantees that. He seems to have a real hard time unpicking a bunch of thoughts from each other - You tell him we don't need high poly stuff, so he gets hung up on instancing; you remind him Nanite makes the instancing not matter, and he says it does because otherwise you're storing too many high poly objects; you remind him they're low poly and he says that's fine then, but now that you've both agreed his initial response was bunk in context you can't remember what it was in response to. I really just want to talk to him in person sometime

This is interesting to see as people are gearing to use the newer version of this(?) to make Counterstrike 2 maps, with cool features like live lighting preview (on raytracing-enabled GPUs)

in reply to @vectorpoem's post:

i got it working!

i discovered a new and unique and very edge case bug that would never affect reasonable people

godot is a modern style engine, it just drops you into an infinite empty space with a cube in it, pretty much like unity and unreal, have not made it much farther yet

ive been working on a plugin that adds brush-like geo that can be authored right in-editor, bypassing awkward import pipelines (even Qodot is unsatisfactory to me because of this)
still very early but if that ends up working out then that'll probably become the best option to use