Earlier quoted context omitted.
I very much doubt that, given that Krita is an Illustrator competitor.
Not really. Krita and Gimp are raster authoring tools that compete with Photoshop, though all 3 support vectors. Illustrator is a vector authoring tool that Inkscape competes with.
Epic Games Supports Blender Foundation with $1.2M
231–240 of 261 posts
Re: Epic Games Supports Blender Foundation with $1.2M
#232Earlier quoted context omitted.
Can't say I blame them. Linux is ridiculously powerful & versatile as I'm sure we all know...and having that much opportunity to mess with all the net/visual/input subsystems in a way the game can't even see (since it's trapped in WINE) is a major issue cheat wise. Not ideal but I can totally see why a company might from a practical/commercial point of view just block it outright. Especially given player numbers of W…
Windows has no lack of power. All this anti-cheating stuff is mostly a scam to stop the dumbest of the dumb cheaters and probably collect information from your computer that's useful to advertisers/investors/law enforcement agencies. If I wanted to aimbot in an FPS, I would just analyze the HDMI output from my computer (via an FPGA) and have it directly create the necessary USB transactions to move my mouse to the ta…
Besides having to rely on real-time computer vision which is more expensive/resource consuming and harder, the results wouldn't be as good as with other techniques (although this might fit your argument of having some misses and jitter/lag/etc... to act as cover).
Re: Epic Games Supports Blender Foundation with $1.2M
#233In the spirit of supporting open software, it would be fantastic if Epic Games Store and its DRM warmed up to Linux next. https://news.ycombinator.com/item?id=19844241
The anticheat they use (EAC) for fortnite checks if Wine is in use, and will fail to run the game if it is. This is taken directly from the EAC dll: https://i.imgur.com/a4wBVWz.jpg
Re: Epic Games Supports Blender Foundation with $1.2M
#234This is great! As a slighty OT aside, I really hope blender's UI changes sloooow down. I've been using it for 16 years. 2.8 versus 2.7 is so different, It almost feels like they're making changes for change sake. I've been trying to use their various 2.8 RC's so I don't have to say I don't know how to use blender anymore when it pops. They made the following things toggleable at launch, but man these are some muscle…
Some ways to merge vertices by distance (aka "remove doubles"), in edit mode: 1) Mesh > Clean Up > Merge by Distance 2) F3 operator search. Start typing "mer..." and hit Enter. 3) Ctrl-V to show vertex menu, then Merge Vertices > By Distance 4) The quickest: Alt-M + B (show vertex merge menu, B to select "By Distance") I scratched my head a bit first too, but frankly "merge vertices by distance" is far more descripti…
One more thing on this - hit Shift-Space to show the available tool icons with labels as a context menu.
If you prefer this (I do), you can then hide the icons on the left via View > Toolbar (or equivalently, toggle via the T key).
Re: Epic Games Supports Blender Foundation with $1.2M
#235Earlier quoted context omitted.
Not really. Krita and Gimp are raster authoring tools that compete with Photoshop, though all 3 support vectors. Illustrator is a vector authoring tool that Inkscape competes with.
Hmm, I'm going to have to check it out again. I was under the impression that it's mostly for vector authoring, thanks.
Re: Epic Games Supports Blender Foundation with $1.2M
#236Earlier quoted context omitted.
Hmm, I'm going to have to check it out again. I was under the impression that it's mostly for vector authoring, thanks.
Krita used to be a jack-of-all-trades painting program for the first few years of its existence. At some point, the devs figured out that they can get people to fund development more effectively when they focus on one usecase (digital painting w/ tablet) and make that really solid.
Re: Epic Games Supports Blender Foundation with $1.2M
#237Earlier quoted context omitted.
> Compare this to the days of console exclusives, and it's almost a non-issue. That's the thing though, console exclusives at least saved developers the resources needed to port to another console. Especially in ye olden days, that was a non-trivial cost. The storefront exclusivity on PCs is completely artificial. But also, yeah, my computer is full of enough bloated useless-ware. At least GoG and Itch don't make me…
It's not artificial, it's financial. I was against Epic's aggressive moves, until I realized just how much cash they're injecting into developers. In the video game industry developers are the ones that bring the most value to customers. Valve has been a dragon hoarding its gold. The services they provide are better than Epic, but they really don't reflect their near-monopoly position for over a decade. 30% out of th…
Steam links, Steam controllers, Steam on Linux, Proton, and the OpenVR SDK to name a few. Sure several of those things were failures, but it isn't like they aren't trying.
> In the video game industry developers are the ones that bring the most value to customers.
That's some trickle-down theory right there. I'm not convinced that what's good for developers is necessarily good for gamers or the gaming market. Case in point: loot boxes.
Re: Epic Games Supports Blender Foundation with $1.2M
#238Earlier quoted context omitted.
It's not artificial, it's financial. I was against Epic's aggressive moves, until I realized just how much cash they're injecting into developers. In the video game industry developers are the ones that bring the most value to customers. Valve has been a dragon hoarding its gold. The services they provide are better than Epic, but they really don't reflect their near-monopoly position for over a decade. 30% out of th…
> 30% out of the majority of PC game sales, and what do we have to show for it? Steam links, Steam controllers, Steam on Linux, Proton, and the OpenVR SDK to name a few. Sure several of those things were failures, but it isn't like they aren't trying. > In the video game industry developers are the ones that bring the most value to customers. That's some trickle-down theory right there. I'm not convinced that what's…
Studio closures are common, game services shut down, mass layoffs, and project cancellations. An exclusivity deal is much better than a publisher going in and changing monetization or game design to fit their strategy.
Re: Epic Games Supports Blender Foundation with $1.2M
#239Earlier quoted context omitted.
My question is about OP's assertment: > Unreal Engine, like Unity, right now has to be used with Autodesk products like 3DS Max or Maya I am asking why they think this is the case. Not the circular reasoning of "most professionals use it" but I am interested in what they feel the Blender is missing.
UX. I just gave up trying to convert my architect wife to Blender after nearly a month of effort.. "its just too hard!"
Re: Epic Games Supports Blender Foundation with $1.2M
#240Earlier quoted context omitted.
My question is about OP's assertment: > Unreal Engine, like Unity, right now has to be used with Autodesk products like 3DS Max or Maya I am asking why they think this is the case. Not the circular reasoning of "most professionals use it" but I am interested in what they feel the Blender is missing.
There’s huge costs to using a non-standard choice like Blender over 3dsMax or Maya. They both have loads of proprietary tools (and are constantly adding one more every couple of cycles or so). 3D DCCs are not equivalent to each other. Financing Blender is indeed a good move for Epic if they believe (and there’s good reason to) it might make Game production toolsets more available.
Not true?