638
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
this post was submitted on 07 Nov 2024
638 points (97.5% liked)
Open Source
31654 readers
188 users here now
All about open source! Feel free to ask questions, and share news, and interesting stuff!
Useful Links
- Open Source Initiative
- Free Software Foundation
- Electronic Frontier Foundation
- Software Freedom Conservancy
- It's FOSS
- Android FOSS Apps Megathread
Rules
- Posts must be relevant to the open source ideology
- No NSFW content
- No hate speech, bigotry, etc
Related Communities
- !libre_culture@lemmy.ml
- !libre_software@lemmy.ml
- !libre_hardware@lemmy.ml
- !linux@lemmy.ml
- !technology@lemmy.ml
Community icon from opensource.org, but we are not affiliated with them.
founded 5 years ago
MODERATORS
It is my understanding that Factorio's art is 3D modeled and rigged, and then 2D animation frames are captured from that so the game doesn't have to actually render 10,000 inserters every tick.
... Did anyone really think 2D pixel art is rendered in real-time from individually animated 3D 9bjects?
Ah that's awesome, but now I'm wishing I could take a peak at the 3d versions running and explore them a bit.
It would also explain why they all have the same visual vibe of the ancient dancing baby gif haha
A lot of 2D games made their art that way; earlier I called Factorio "Age of Empires with a 3 pack a day habit" because AoE's graphics are 2D sprites made from 3D graphics. I mean, think about it, would you rather draw the little villager walking frame by frame by hand in a pixel art editor in 8 or 16 different angles depending on if the model is symmetrical, or model and animate it in 3D and then frame capture it from several angles? Hell there's probably tools to do the latter automatically. I bet Blender can just do that.
blender can do anything with a little python
Yeah you can even postprocess it to be pretty similar to pixel art from the render