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Community Reviews across funding rounds
hungryproton Proposals (7)
3D-Level editor for game-devs
<p>Content creation for level-based games in 3D is very resource and time-consuming. There is no open source modular framework for game devs.</p>
Play-to-learn-and-earn DID-Platform
<p>Millions of people are excluded from invaluable learning material and business opportunity due to their location, language or infrastructure</p>
Procedural 3D content creation tool
Solution: ProtonGraph is a FOSS software designed for game development. It can generate content both beforehand and at runtime.
Procedural 3D assets generator
Solution: ProtonGraph is a FOSS software enabling easy 3D content generation for everyone, even for non-technical people.
Aedou, Learn Languages Together (2)
Solution: Aedou is a new, inclusive & meaningful distributed multiplayer game for language acquisition and to enable/strengthen global communication.
Aedou - Realm of Languages
Solution: Aedou, an accessible/inclusive play-to-learn-and-earn MMO. Learn and teach languages together in engaging, safe, active & explorable worlds.
Aedou - the Language Learning Game Quick Pitch
Solution: Aedou is a free collaborative multiplayer game, designed to learn & teach languages together in engaging, safe, active & explorable 3D-worlds that are built, governed & inhabited by the community.
Monthly Reports
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Since the last report, work happened on two main fronts: UX and code.
User experience:
- A new UI theme was made with accessibility in mind. Contrast ratios have been improved and margins / padding are now consistent across the application.
- The graph node can grow quite large, and exposing the important parameters is a central feature. The process is now a lot less convoluted and only takes two clicks.
- When creating a new graph, It's no longer required to save it first before editing it. This makes it easier for new users to experiment before committing to a file name.
- Built-in documentation is back, and the API has been improved.
Source code:
- Heavy refactoring was done:
- Lots of code had to be upgraded to the latest Godot version (Beta 9)
- Core and view are now properly separated, this was especially painful before whenever we added new features to the base node class since all the rendering and model were mixed, with no clear separation of responsibility.
- The save/load manager is now decoupled and can handle multiple files versions. This makes backward compatibility much more robust and easier to implement.
- Nodes are no longer embedded in the application binary
- This means anyone can now create their own nodes without having to compile anything.
- This used to be a huge blocker for many users, (especially when ProtonGraph required a custom build of Godot with special modules). We can now expect an increase in the number of contributors, with people offering custom nodes packs.
ProtonGraph is now in a place where fixing bugs and adding features is a lot easier than before. First beta is still scheduled for the end of the month, once most of the previous nodes are back. In the meantime, all the work done so far is available on the GitHub repository, on the 4.0 branch: https://github.com/protongraph/protongraph/tree/4.0
There's nothing else to share at the moment because of the reasons mentionned above
The project is going slightly slower than anticipated, but shouldn't impact the planned release date. Porting the software from the previous engine version to the new one is going along well with less roadblocks than anticipated, I'm hoping to get a working version by the start of July. From there we should be able to focus on new features.