rednab
With Godot 4, the big difference between Godot and Godot .NET is that the version with NET support does not build to web and mobile support is 'experimental' ²). Also, they are two completely separate downloads and editor binaries, which makes switching languages decidedly non-trivial.
For a 2D game, if you can live without building to web, I'd pick Godot. Otherwise, I'd pick Unity.
¹) https://docs.unity3d.com/6000.2/Documentation/Manual/csharp-...
²) https://docs.godotengine.org/en/latest/tutorials/scripting/c...
The Interactive Fiction Wiki is a nice place to start:
https://www.ifwiki.org/Main_Page
And if you search for something like "interactive fiction tips" you'll find tons of resources.
The 360 Kinect can only track two skeletons (but differentiate 6).
The 'no resale' clause is pretty common for asset packs, but unlike Kenney these definitely aren't CC0.
This only handles images, correct? And not video, audio, Office documents, PDFs, 3D models and animations, CAD/CAM drawings, PCB layouts, web pages, or code?
The Dutch language quote as displayed: "We mogen niet uit nonchalance fouten in een programma aanbrengen. Dat moeten we systematisch en met zorg doen.".
Feel free to run that through your favorite translator.
The subtitles: "We should not introduce errors through sloppiness but systematically keep them out."
The translator missed a very dry and very Dijkstra joke.
Figure out what kind of game this is and what part of the design process he's most interested in. Maybe it's not so much the game but he just wants to design cool game characters and have them walk around?
If you both do want to make a computer game, I think the various Make-A-Game games, many of which have already been mentioned, are your best bet. Game Builder Garage or Super Mario Maker (Switch), Wonderbox: The Adventure Maker (Apple), RPG in a Box or Super Dungeon Maker (PC), Roblox, whichever is the best match to your son's ideas.
Unlike some others here, I would recommend against switching to 2D. From a didactic perspective it absolutely would be the way to go as it makes a great many things a lot more manageable, but from experience you run a big risk of losing engagement and interest, especially as your son explicitly wants 3D. For a lot of kids in that age group, 2D just isn't cool.
I'd also recommend against full-blown development environments like Godot or Unity, at least until he's just a bit older. When he gets to that point, Unity does have some neat templates made especially for kids, where they get kind of a starter game and a walk-through on how to build it out.
Whatever you decide, have fun and good luck!
So 7% of the people that bought this game (and being a console game, it never was part of any bundles) started it up and then did nothing.
Now, I fully understand why. And I think charging for pre-built binaries is a totally valid way to attempt to finance an open-source project. The amount they're asking certainly is a pittance compared to the commercial offerings.
But LMMS just feels friendlier to me.
Now granted, that's more or less by definition and I don't doubt there's communities and fields where it is considered one, but still shows some of the subtleties at play when using language models.
Not exactly the definitions Brooks used, but memorable and in my experience surprisingly accurate.
That's just Blender, though. Learning modeling at least partly depends on what you want to model. Are you wanting to make models for 3D printing, for offline rendering/animated movies, or for real-time animation (aka games)? Do you want to make hard-surface objects, characters, landscapes? Are you purely interested in polygonal modeling, or also sculpting workflows?
If you don't already have some sort of a goal in mind, I would recommend you pick one. It'll make it much easier for you to work towards and if you share it, people might be able to recommend much more targeted courses.
¹) https://www.google.com/search?q=blender+shortcut+cheat+sheet...
The Quest 2 might be a mainstream console, but it's not mainstream.
¹) https://en.wikipedia.org/wiki/Wii_Balance_Board#Reception
¹) https://docs.microsoft.com/en-us/dotnet/api/system.span-1
²) https://docs.microsoft.com/en-us/dotnet/api/system.readonlys...
If you want to build a programming language in general, I strongly recommend https://craftinginterpreters.com/
However, most people just use a recursive biggest-fit-first ¹), a simple heuristic that is surprisingly hard to beat for most workloads.
I couldn't figure out what Aseprite is doing from their website or documentation, but if it's not that then it might be worth it writing your own sprite packer.
Because that's how Professor Wirth ¹) does it ²), because it allows for some interesting educational side-treks ³), and because the difference between a fictional and real microprocessor is smaller than some might think ⁴).
¹) https://people.inf.ethz.ch/wirth/index.html
²) https://people.inf.ethz.ch/wirth/CompilerConstruction/index....
³) "So what instruction would you add to this CPU to make the work we've been doing easier? Great, implement that instruction in the provided emulator."
⁴) https://people.inf.ethz.ch/wirth/FPGA-relatedWork/index.html
(edit: And, of course, there's FPGA implementations of Professor Knuth's MMIX (http://mmix.cs.hm.edu/), too: https://github.com/tommythorn/fpgammix)
It usually takes people a while to wrap their heads around it and (also hinted at in the article) forgetting to add "yield return" in front of an IEnumerator is a common mistake, but it is an awesome tool to flatten out callback hell or complicated every-frame checks.
And you got to admit, some (boss) fights in Genshin feel like they could come straight out of Soulcalibur.
So yeah, leading animations can definitely be a fun and interesting gameplay element, especially if you throw in cancels.
For comparison, Unreal Engine 4 is 2.3 million lines. ¹)
¹) https://www.perforce.com/blog/kw/unreal-engine-and-static-an...
Bungie C++ Guidelines and Razors
¹) https://www.amazon.nl/Crafting-Interpreters-Robert-Nystrom/d...
But to pile in with everybody else, congratulations!