Need to let loose a primal scream without collecting footnotes first? Have a sneer percolating in your system but not enough time/energy to make a whole post about it? Go forth and be mid: Welcome to the Stubsack, your first port of call for learning fresh Awful you’ll near-instantly regret.

Any awful.systems sub may be subsneered in this subthread, techtakes or no.

If your sneer seems higher quality than you thought, feel free to cut’n’paste it into its own post — there’s no quota for posting and the bar really isn’t that high.

The post Xitter web has spawned soo many “esoteric” right wing freaks, but there’s no appropriate sneer-space for them. I’m talking redscare-ish, reality challenged “culture critics” who write about everything but understand nothing. I’m talking about reply-guys who make the same 6 tweets about the same 3 subjects. They’re inescapable at this point, yet I don’t see them mocked (as much as they should be)

Like, there was one dude a while back who insisted that women couldn’t be surgeons because they didn’t believe in the moon or in stars? I think each and every one of these guys is uniquely fucked up and if I can’t escape them, I would love to sneer at them.

Last week’s thread

(Semi-obligatory thanks to @dgerard for starting this)

  • hrrrngh@awful.systems
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    11 hours ago

    I don’t know how materials work in Asset Forge, but they have a guide on their site for exporting models to animate with Mixamo: https://kenney.nl/knowledge-base/asset-forge/rigging-a-character-using-mixamo. You could also animate things like moving platforms or doors in-engine with an AnimationPlayer.

    Speaking of Asset Forge, Kenny Shape is a similar thing for quickly throwing assets together. It has a really fast 2D workflow for creating 3D models that reminds me of Doom mapping a little bit. For lo-fi levels, you might also like Crocotile 3D or the combo of TrenchBroom + Qodot. Crocotile is great for repurposing 2D pixel art tilesets from itch or OpenGameArt into 3D assets, and Trenchbroom/Qodot is a more fully featured level editor I’ve seen people work crazy fast in.

    • self@awful.systems
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      8 hours ago

      oh that’s awesome! I was wondering how I’d do fairly large levels for a 3D space, and it turns out the answer is that neither quake-style mapping nor competent tiling systems will ever go out of fashion