Harvey Sandstrom

@cd0
163 Followers
209 Following
3.5K Posts

Interested in electronics, rustlang, Godot game dev, but mostly I'm just good at complaining. Well over a decade of experience in Python on desktop, web and embedded.

We believe in science and trans rights, among many other things, but this is account is intended as my geekery refuge from everything that's working against that.

PronounsHe/Him
Amazingly this connector trainwreck is a real part you can buy and not a @NanoRaptor feverdream. #electronics
https://www.digikey.com/en/products/detail/amphenol-cs-commercial-products/MUSBRA111R0/4889584

I love this reference but I'm pretty sure both parts of it should be centered. CSS is hard.

(This is the 404 page of the Harris campaign, which I saw on Colbert)

Playing with enhancements to the #GodotEngine #ComputeShader water demo by rewriting it to be closer to demo by Matthias Müller, which is a bit more physically accurate. The point was to add two-way coupling with rigid bodies, as he does in his demo, but I'm not sure I'll get there. I think have already painted myself into a corner with errors.

This also uses a vertex shader to give real vertical displacement. (The stock demo was designed for performance, not realism.)

https://matthias-research.github.io/pages/tenMinutePhysics/index.html

Ten Minute Physics

Turn around: Don't drown.

Partially collapsed bridge with flowing water, made in Blender using the Cell Fluids addon from Blender Market. Baked mesh and flowmap then exported to #GodotEngine, and a kludgy half-ported shader originally designed or Unity tacked on with duct-tape and bailing-wire. Works great in VR. Proof of concept for a dream game I will never have time to make.

Audio by toam of freesound (CC-BY 3.0). Bridge is a purchased asset.

Quite happy with my in-progress leather messenger bag asset. I was able to bake it to a 6K triangle model and get it into #GodotEngine relatively unscathed (despite Blender's attempts to stop me). Though the attached render is from Blender (using EEVEE). My fuzzy frayed edges are an ugly hack which needs to be redone for Godot, but at least the flap and front are articulated with a skeleton. Also desperately needs a shoulder strap and some sort of buckle or clasp. Source textures from ambientcg.
Ah ok. Their official drawing doesn't say at all, but the drawing on their catalog page shows that the 26 mm starts all the way at the bottom of the socket, and the radius of the battery extends out the top. That's what I would have figured but you can never assume these things.
Was able to create a highly forested (one hundred thousand trees) terrain using #GodotEngine with #Terrain3D and #Scatter by @HungryProton. This is only possible because the majority of the trees in the screenshot are billboards (impostors). Only trees close to the camera are 3D. The billboard is merely an unlit orthographic screenshot, and yet it is pretty convincing (even in VR!) Tuning multiple scatters to work together as a Level of Detail (LoD) system is a little tricky but not too bad.
Nytimes and @arstechnica both have "articles" that are big lists of amazon affiliate links. The nytimes at least went to the trouble of having explanations for each item. In contrast to Arstechnica which apparently believes that their "article" can be barely more than a linkdump. (Nytimes also put their commission disclosure at the *top* of the article, not hidden at the bottom. But I still consider it little more than a sales flier.)
Another stab at generating trees procedurally. Still only one level of branches and no leaves. This time as a custom #godotengine resource, which is simultaneously harder and more flexible. It uses a subclass of ArrayMesh, so the mesh is only regenerated when the parameters change. A custom resource is a bit easier to use in a MulitMesh.
https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html#creating-your-own-resources
Ah yes, the two orientations: Normal and Yes. #digikey #electronics