Would love to stay in contact with you here, as I am finally ditching X/Twitter for everthing but basic fire and forget posts. I'm still in the founder-stage of a new (small) studio and plan on asking you for your expertice later down the line. :)
@ozone.birb.house Do you have any of these lovely GameDev labels lying around? Would love to see one on my profile! :)
Godot has a wonderful Introduction-Section in the docs: docs.godotengine.org/en/stable/ab... And to be fair, this is how you should start - by reading the docs. Do that. And then familiarise yourself with how well Docs are embedded into Godot.
Input Prompts update released! Over 1,000 icons covering many consoles and input methods, they're all CC0 (public domain) and can be used for any type of project without giving attribution. My gift to you 😊 Download: kenney.nl/assets/input...#gamedev#gameassets
holy shit gamedev.world is *so* good this year? I mean we did our best to get the best program but it's been absolutely incredible stuff so far - talks on trailers, psychological safety, game concepts, and now community building - and the interpreters are killing it holy shit
C# for web is around the corner. What issues do you have with the audio system?
About 11. All under NDA. Not counting my own folder of unfinished GDDs.
Just to be crystal clear: I am against AI for content generation. Use AI for data analysis. Use AI for Mocap or Animation Data Cleanup. Use AI for rendering and upscaling. But don‘t „synthesize“ or generate content. Produce actual quality content instead. Manmade.
And the reason why I argue this way is because I have seen the exact thing that you actively neglect happening right in front of my very eyes when doing trial work for a smaller studio. Ignorance is a bliss, I know. But since you advocate for AI use, at least acknowledge the other side of the coin.