I feel like the problem is Blender and Godot have different needs when it come to models. Godot is real time and blender is slow but far more capable in what it produces. It would be extremely difficult to make a new format that can handle both use cases. I think what we really need is a “best modeling practices guide” for godot/gamedev. My biggest issue when I never know what will work and what doesn’t. I don’t think we need a new format just more documentation and guides for modeling in blender for gamedev.
Nice! I bet you could plug like six wall warts into that thing.
Arizona North of Phoenix. https://www.fs.usda.gov/recarea/tonto/recarea/?recid=35219
I recommend clear safety glasses. Especially if you live someplace dry. You don’t want dust or insects in your eyes. I hit a palo verde beetle once and it almost knocked my glasses off my face.
lol, no but some already cut out the catalytic converter.
I love the colors and lighting!
Awesome! I voted early in person last week. It was super easy.
Just a guess but Gold barbs and a blue angle fish.
deleted by creator
deleted by creator
deleted by creator
It was super dim last night. I would try someplace dark.
Yep, it was about 18 seconds
I’m really excited for this headset! It’s kind of a bumer that it only works with nvidia cards. Also, $1900 is a super brutal price point.
If you just plug regular AR glasses like xreal glasses into your steamdeck then the display is static and moves with your head. The Decky plug-in makes the screen “Hover” in front of you so you can move your head around and the screen stays in place. Previously, it only worked with vulkan games but now everything including the decks interface will “hover” in front you you.
Awesome, this make godot more viable for bigger indie devs and studios.
I had a look at the python style guide and it is up to the user to pick one. I use double quotes because that what I learned and never felt the need to change it.