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boids now have a bit more variation in their behaviour: when they step on the big white plane, they redirect to towards the goal, hang or climb on it, and go back to being just boids - this is done by temporarily converting boids into classical mesh and put them back once done
The small flickering at the end must be fixed...
video: vimeo.com/596666531

@polymorphcool

Within the #MacOS eco-system, #FLOSS software is doomed.

Unless your binaries are signed and certified by $APPL, Mac users will have to jump hoops to get it running on their system.

On top of that, if your software accepts incoming connections from the outside, you’ll have to tell the #firewall to authorize connection, every time you run the software. E.v.e.r.y.t.i.m.e. (Unless you disable that firewall)

vimeo.com/592319837
Quick demo of the integration of in : the player is fully multi-threaded (even the texture upload in gpu), meaning that reading the video has nearly no impact on the framerate of the game.
I've published a build including the player here: polymorphcool.itch.io/pozzo
I've tested it on windows and linux, it runs smoothly. Post issues here gitlab.com/polymorphcool/godot or here gitlab.com/polymorphcool/pozzo if it's not working :)

i've finished the integration of in yesterday: C to C++ is really tricky, i kept the "goto" statements even if it's not good practice in c++. Result is really cool: the code is really efficient at managing the decompression and the display simultaneously!
And thanks to the codec that uses RGB and RGBA color spaces, the conversion of frames to textures is as fast as it can without hardware acceleration.
gitlab.com/polymorphcool/godot

@polymorphcool

does anyone knows what ffmpeg is standing for?
i found "Fast Forward Moving Pictures Expert Group", apparently based on the definition of mpeg > "Motion Picture Experts Group"
not convinced...

just spent 10 hours to turn the code ffplay (the demo player of ffmpeg) from C into a C++. 3700+ lines of suffering! It's unstable at compilation, i continue the integration tomorrow.
gitlab.com/polymorphcool/godot

"The Next Cloud Residency is a monthly online folder residency curated by Yang Mu & Sai Bao and hosted by the network culture initiative servus.at in Linz.Each month a selected artist or collective is invited to fill a folder with material they want to share with the world. It can range from conceptual .txt files to a collection of deep fried .jpegs, or unplayable .exe files."

This month: Françoise Gamma!
cloud.servus.at/s/rybks58esNkj

just managed to cross-compile godot & for windows!
quite tricky: compilers must be identical when i generate the static version of ffmpeg and when i build godot - hopefully, generates a lot of info helping a lot
it's not yet functional, but the hardest part is solved!
(idea here is to support any kind of video format in the engine)

@polymorphcool

[Handmade Network] Wheel Reinvention Jam: A one-week jam to bring a fresh perspective to old ideas.

handmade.network/jam

Open Source Tools for Artists.

Beginner-friendly workshop zine:
open-source-tools-for-artists.

gemini://gemini.ctrl-c.club/~lettuce/open-source-art-tools.gmi

Hello, I’m the reel2bits project main developper (a #FLOSS self-hostable #soundcloud like with #ActivityPub federation).

It’s written in python/flask/vuejs and I need help because of health issues I’m unable to work a lot on it anymore, if you are interested to help me on some of the issues and more specially the ActivityPub part, you can contact me through:

the project matrix channel
the issue tracker
this account

boosts appreciated, thanks.

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