• FRYD@sh.itjust.works
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    2 days ago

    I love SVGs. Vector images are interesting and seeing an image stored in readable text and still being so small is really cool to me. It’s also fun to play around with since you can plug html into it and vice versa.

    • insomniac_lemon@lemmy.cafe
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      2 days ago

      I miss Flash for vector reasons, both for animations and games. My internet is still slow enough to matter, especially with streaming speed/stability issues.

      WebGL is a thing but a bit of a mess, especially downloading. Ruffle or using Wick editor are options… but even Newgrounds doesn’t highlight this (unless you find it first and go to info page from there). I assume most animators just render their animations now.

      Have tinkered with vertex color (untextured) models in Godot, I see workflow possibilities there (also for 2D to a lesser extent) but good luck if it’s gotta be me. Some chunk of development is also different from the content it allows.

      • FRYD@sh.itjust.works
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        1 day ago

        I was only a kid in Flash’s heyday, so I’ve never dealt with it creatively. I didn’t even know it supported vector graphics. You can animate SVGs though, but I don’t know if there’s a good tool for it though. I’ve only ever made SVG animations by hand with SMIL.

        Also wouldn’t blender be better suited for vertex colored animations? I feel like in either case the point is lost though since it’ll have to be rasterized eventually.

        • insomniac_lemon@lemmy.cafe
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          23 hours ago

          Also wouldn’t blender be better suited for vertex colored animations?

          I make the models in Blender. Animation itself could be done in either, but a mix of the two probably makes more sense (Blender for character animations, in-engine for more dynamic/combined stuff or scenes etc.).

          Blender-only would probably be fine if you can export to Blender Game Engine but I’m not sure it’s really a thing anymore. Godot has exports for multiple platforms (also obviously, interactivity). Though anything that could render a scene could work, Raylib or other frameworks/engines.

          I feel like in either case the point is lost though since it’ll have to be rasterized eventually.

          Not quite. The major point is that it’s being rendered on the user’s computer as-needed rather than the rasterized result being loaded for every pixel on the screen for every frame. The data difference can be huge, particularly as the frames/animations add up.

          The most “real” implementation also allows zooming and transformations whereas something like a runtime-rasterized SVG might have ugly pixellation if you do that (haven’t tested Godot’s new SVG oversampling) or even just from bezier conversion with too few points. So I prefer real minimal polygons over rasterized-solution SVGs.

          The 3D version of this isn’t even anything exotic. It’s just a 3D game without textures, using old techniques that actually still have some support thanks to being in the 3D formats. It’s an aesthetic choice that is also an optimization.