Retro3DGraphicsCollection
openscad-graph-editor
Retro3DGraphicsCollection | openscad-graph-editor | |
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9 | 30 | |
1,284 | 176 | |
- | - | |
3.3 | 8.1 | |
14 days ago | 6 months ago | |
C# | ||
- | GNU General Public License v3.0 only |
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Retro3DGraphicsCollection
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Custom First-Person Controller in Godot, Any Feedback Would Be Amazing!
This is my first project using Godot's 3D renderer, all assets have been obtained from the Retro 3D Graphics Collection: https://github.com/Miziziziz/Retro3DGraphicsCollection
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Where do I find good psx models?
There's a few in this collection https://github.com/Miziziziz/Retro3DGraphicsCollection
- Are there any assets from old "Triple-AAA-Games" that are license-free to use?
- Shared PS1 Asset Library
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C# games in Godot, 2022 edition
I absolutely understand the upsides of the assets store. Although not as expansive as the asset store, there are lots of either free or extremely affordable; many of them with CC0 licenses or licenses that make them extremely easy to just use them. I wouldn't have been able to make my first game in Godot Puck Fantasy (available here: <https://www.lowkeyart.com/puckfantasy>) without them!
I would encourage you to try some of these! You'd be surprised how far you can get by using these, with and without modification.
These are my favorite resources, in order of preference.
- <https://www.kenney.nl/> is by far the best one and most expansive one. Everything he creates is CC0. A lot of great free assets available on his site. He also has a "Kenney Game Assets All-in-1" which can be bought on itch.io for $19.95. It has all assets he's ever made, neatly organized, and ready to use. All CC0. This also includes some music. The music and sound assets are much more limited than the 2D and 3D assets, but it's there, and it's solid.
- <https://kaylousberg.com/game-assets> has some fantastic assets also available for free, and has more available for a pretty affordable Patreon tier. Also has a CC0 license for the free assets. Mostly a specific style, which is great for consistency, but a bit more limited than the wide variety of Kenney; but I don't doubt that with time they'll build an equally strong library of assets.
- <https://quaternius.com/> has many free great assets. Also CC0. Has a high variety of styles and settings. Also has a very affordable Patreon to get easy access to everything they produce.
- <https://github.com/Miziziziz/Retro3DGraphicsCollection> is a general place linking to more assets that should be usable.
Separately from this, itch.io has a section for game assets that has a pretty wide variety.
- Help with finding PS1 Models
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Switching from Game Maker Studio to Godot.
Hey just wanna make sure you're aware of Miziziziz's retro 3D assets repo. All free for commercial use. It's mostly PS1-style models but there's some N64-inspired stuff in there too.
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FREE!!! Horror DARK Fantasy PS1 Game Assets
Nice job man. You should add it to https://github.com/Miziziziz/Retro3DGraphicsCollection
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Collection of 3D models for PS1-style games (public domain)
If you'd like even more assets in a similar style check out this collection over on GitHub.
openscad-graph-editor
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Ask HN: Modern Day Equivalent to HyperCard?
I really wish Livecode hadn't pulled their opensource/Community Edition (and I'd be very glad for someone to do something with that code).
Gambas is something I keep wanting to try and seems promising.
I did one small app w/ Python and TKinter, but it was a dense wall of text/code when I was finished and not something I was interested in revisiting. I keep seeing suggestions that Python w/ QT support is supposed to be quite good.
One unlikely option is Google's Blockly (which I wish had a stand-alone desktop implementation which would make graphical programs), which has a nifty version implementing OpenSCAD:
https://www.blockscad3d.com/editor/
which I've used a fair bit. Moving on from there, there is: https://github.com/derkork/openscad-graph-editor which has the advantage of encompassing the entirety of OpenSCAD. It's also possible to wrap up Python using PythonSCAD.org
If you're willing to consider other node/line connection systems two promising options are:
https://ryven.org/
and
https://nodezator.com/
What sort of coding, on what sort of projects do you want to do?
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PSChess – A Chess Engine in PostScript
The Cube was a gift, and the PS work didn't go that far.
I found PS pretty inscrutable, esp. the function-filled variant used in Virtuoso, but did manage to get dimension lines coded up (which promptly ran into precision problems which I eventually gave up on).
OpenSCAD is a lot more approachable, and METAPOST was easy to pick up and make use of:
http://ftp.tug.org/TUGboat/tb40-2/tb125adams-3d.pdf
Still working through this at:
https://willadams.gitbook.io/design-into-3d/3d-project
and mostly using visual tools (which arguably is limiting me) https://www.blockscad3d.com/editor/ and https://github.com/derkork/openscad-graph-editor and of course, had to throw: http://pythonscad.org/ into the mix. Still a bit miffed that Nodebox and Processing or maker.js weren't a good fit.
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Show HN: Flyde – an open-source visual programming language
As a visual person (traditionally trained as a graphic artist), I've wanted this sort of thing for a long while, and I've been trying to use it for 3D.
Surprisingly, there are multiple specialized tools for this:
- https://www.blockscad3d.com --- an adaptation of Google's Blockly to OpenSCAD
- https://github.com/derkork/openscad-graph-editor --- wires and nodes, it has the advantage of exposing _all_ of OpenSCAD's commands (the above has a subset)
- https://github.com/Tanneguydv/Pythonocc-nodes-for-Ryven --- a module for using PythonOCC in Ryven --- when I finally succeeded, I found the language inscrutable, even when provided w/ quite nice examples (definitely a failing on my part, not that of the tool)
- https://github.com/graphscad/graphscad --- it took a long while for the source code for this to be made available, and for a while it had compatibility problems (why was "cube" redefined?) --- probably defunct for political reasons, it had some interesting ideas, in particular the ability to have custom icons for modules
- https://www.nodebox.net --- if memory serves I got hung up by not easily being able to do 3D, and when doing 2D having precision problems (or maybe that was Processing.org)
and I've been using these tools to make various things:
https://willadams.gitbook.io/design-into-3d/3d-project
(and maybe eventually I'll finish something)
The problem I've been running into is there doesn't seem to be an answer to the question:
"What does an algorithm look like?"
I recently had occasion to mention Herman Hesse's _The Glass Bead Game_ (also published as _Magister Ludi_) and I'll bring it up again --- what is a meaningful graphical representation of a program?
The Drakon folks argued that there should be one true path but that's not really communicative and I would note that if this was a simple thing it wouldn't be decades since I last saw a physical Flowcharting Template:
https://americanhistory.si.edu/collections/object-groups/flo...
(and it's pretty rare to even see a well-done electronic drawing of a flowchart since Visio made its splash and vanished into the bowels of Microsoft)
The main problem seems to be one of expressiveness not scaling up well, hence:
https://blueprintsfromhell.tumblr.com/
https://scriptsofanotherdimension.tumblr.com/
Presumably, one doesn't want to define modules/variables unnecessarily --- but the question becomes where is that boundary?
If you define too many, then you're back to the "wall of text" which one was trying to avoid (but wrapped up in nice boxes with some lines or shapes), and if one doesn't use them (well, look at the pretty/awful images in the links above).
Ideally, a well-coded visual program would have a pleasing aesthetic appearance which is expressive and communicates flow and function, and I've tried for that at:
https://willadams.gitbook.io/design-into-3d/programming
(though I wish that there was an easy way to export an SVG version of a program)
I believe that what is needed here is some graphical equivalent to Literate Programming: http://literateprogramming.com
Is there a nice GUI toolkit integration which would allow making a graphical application with this? I have an idea I want to try it which might be a good fit.
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Was BASIC that horrible or better?
_That_ is a question I want an answer for.
Currently I am using OpenSCAD Graph Editor: https://github.com/derkork/openscad-graph-editor to create programs:
https://willadams.gitbook.io/design-into-3d/programming#open...
but the fundamental question which remains unanswered is:
>What does an algorithm look like?
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FullControl: Unconstrained gcode design for 3D printers
Interesting.
I've long been frustrated by traditional CAD/CAM, so finally worked up:
https://github.com/WillAdams/gcodepreview
which allows me to use:
http://pythonscad.org/
and:
https://github.com/derkork/openscad-graph-editor
to create joinery:
https://forum.makerforums.info/t/openscad-and-python-looking...
which would otherwise be tedious to draw up:
https://community.carbide3d.com/t/creating-drawers/19475/26
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How to draw beautiful software architecture diagrams
Yes, unless you're a visually oriented person like myself who is trying to do the programming visually.
I use:
https://github.com/derkork/openscad-graph-editor
to try to design woodworking projects:
https://forum.makerforums.info/t/openscad-and-python-looking...
and I'd like to think that I'm managing to keep the visual appearance sufficiently expressive that it is easier to work with than a traditional textual code representation --- jury is still out on that, we'll see when I start re-purposing what I'm working on for odd/even sides, and then then doing the horizontal version of the joinery.
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Visual Node Graph with ImGui
The problem here is that a fundamental question has not been answered, and as far as I can tell, has not been addressed by any of these visual environments:
What does an algorithm look like?
Herman Hesse alluded to this in his novel _The Glass Bead Game_, but despite decades of discussion and work, no one has made a convincing pysical representation of that system.
I love the concept, and have made some moderately complex attempts, e.g.,:
https://www.blockscad3d.com/community/projects/1430644
https://github.com/WillAdams/gcodepreview
it always devolves to screen size being out-paced by problem complexity --- one gets something of an inkling of this at:
https://scriptsofanotherdimension.tumblr.com/
Alternately, one can just break a project down into modules, but then the top-level view becomes the wall of text representation (albeit w/ nice lines or captured into pretty boxes) which one is ostensibly trying to escape.
I'd love to see someone succeed in this, and I've been using:
https://github.com/derkork/openscad-graph-editor
quite a bit, and put a bit of money towards:
http://nodezator.com/
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RPG in a Box: A grid-based, voxel-style game engine built on Godot
I have been very pleased w/ and impressed by:
https://github.com/derkork/openscad-graph-editor
and really want to look deeper into it to see if it could be forked to create a version which creates Python code.
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Godot 4.1 Is Released
Yes.
OpenSCAD Graph Editor is done with an earlier version and runs on Mac OS, Windows, and Linux:
https://github.com/derkork/openscad-graph-editor
- My attempt to make blockly based cad modellor
What are some alternatives?
godex - Godex is a Godot Engine ECS library.
gcodepreview - OpenSCAD library for moving a tool in lines and arcs so as to model how a part would be cut using G-Code.
defold - Defold is a completely free to use game engine for development of desktop, mobile and web games.
gdsdecomp - Godot reverse engineering tools
gamemaker-godot-dictionary - A dictionary for people moving from GM:S to Godot
Godot - Godot Engine – Multi-platform 2D and 3D game engine
opentyrian - An open-source port of the scrolling shooter Tyrian.
GoDotTest - C# test runner for Godot. Run tests from the command line, collect code coverage, and debug tests.
godot-jvm - Godot Kotlin JVM Module
jsketcher - Parametric 2D and 3D modeler written in pure javascript
godot-swift - swift language support for the godot game engine
luxtorpeda - Steam Play compatibility tool to run games using native Linux engines