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GG3MC Tool General Feedback

A topic by GodwayGames created May 08, 2025 Views: 309 Replies: 8
Viewing posts 1 to 4

Do any of you even want this? 

https://godwaygames.itch.io/godway-games-3d-mesh-creator/devlog/938834/godway-ga...

or am I wasting my time with it? I understand the general attitude may simply be that "Blender/Maya will do it better so don't bother"

what features would you desire from it if any at all?

(+1)

I might be being v. naïve but what does it do? 😅 Maybe make this more obvious/declared somewhere so people can learn what it is meant to be. For context of my journey:

… and what I kinda get is that’s super cool! Quite an achievement, good job :D I still suggest making it easier to find out what this is if you want to garner other people’s interest.

I want to say also I’m a huge advocate for making a project a day (literally just made a YouTube video about how to learn Godot, and it’s exactly the same mentality). So it’s awesome you’ve found something that you’re keen on possibly continuing.

What I would say though is… if you’re not going to use it, what’s the point? If you’re not going to use it, others probably won’t want to use it. So long as you’re using it for practical things (solve problems with your tool) then you’re getting wicked experience and feedback on how to improve it and also building credibility for others to consider using it!

So to the question “am I wasting my time with it?” I feel this is something only you should decide the answer on :)

I think asking for features others may be interested could be good to get ideas for where to take the tool and what problems it can solve, too! I’ll answer the “what features would you desire” with: I would desire the features that are present are being done well, being usable and a nice spot in someone’s workflow. And which features? A limited amount, that solve a specific problem really well.

I frequently return to Blender and just as frequently abandon my attempts to relearn it all. It seems so complicated and I don’t feel like I’m prepared to dump in the hours again to potentially forget it all. So if the tool was light, easy to reference (quick to learn) and able to just give the output I needed (for example, a mesh that has the right textures applied) then I’d definitely consider using this tool! If I was making a game with similar aesthetics to RuneScape (low poly) I would 100% be picking this up to make a quick goblet, table, chairs, church, sword, and all sorts.

Those are my thoughts :) Keep crushin’ it, GodwayGames!

(+1)

it's supposed to help in niche applications where blender and maya struggle. or at least that's the direction I think i'll go with it. 
being able to generate and animate complex geometry, especially abstract geometry seems to be its current strongsuit.  

covering the gaps of usage cases where other mainstream Graphic Creation Kits fail or struggle in.

example: 

animating a carpet rolling takes hours on blender and will probably end up with a high poly result. my tools would be able to accomplish this task in minutes or seconds dependent upon the contextualization.  


having said that it doesn't really have an identity yet.

Interestingly I am having a similar episode of reminding myself of my project’s identity :D

What I would say is - as you have a set of ideas in mind of what your project will accomplish that’s awesome! My suggestion is to put it into practice and use it yourself, and share to a few people who do the same as you to hear how it works for them.

And I mean use it yourself - don’t test it. Use it! :)

For me, I love working on mobile/web games because I can take it with me and just have a play. And when I do (playing as a player, not a tester), I suddenly think “Ah, I want to do THIS but I can’t…” and “I do THAT a lot, maybe I can make THAT a bit eaiser”, etc.

When we do this we see our project in the lens of those that use it (the end user).

I feel like the concept may work the same for this - if you try and work on a new project and USE your tool for yourself you’ll see where its identity can shine!

And for promotion, an idea: it would be wicked to do a comparison video. Get a Blender artist to make the carpet roll while recording their screen. Then record your screen doing the exact same thing.

I hope this gives some food for thought/helps :)

I do use it, I've been using it to aid in the creation of complex geometry for my upcoming title, Thrack The Fox

(+1)

Then I completely believe if it’s helpful to you it will be helpful to others. Simple as. 😌

I looked at the video and the images in the post and I'd say that it's probably a bit too abstract in its current form to interest many people, but I don't think it's a waste of time since you're probably learning a lot while making it, which you can most likely use in future projects.

Are you currently using this in any of your game development projects? I figure the best way of building a useful tool would be building it to solve problems that you yourself can benefit from. That should at least produce the basic foundations of the tool and give it a more specific direction, which you can build upon later.

I'm probably not the intended user, but some things that I can think of that might be beneficial to add (if you haven't already) are:
Edge & face extrusion (This makes generating new and useful vertex data a lot easier)
Polygon cutting (for the same reasons as above)
Grid snapping with level of detail options (It just makes life easier for things like map making)
Undo and redo (I forgot to add this to a 3D level editor and just found it made level editing quite stressful. The earlier you add it; the less complex it is to code)

Best of luck with the project. :)

it already has extrusion as showcased in the rumble video?

and i've been using it to generate complex geometry and animations for Thrack the fox. 

https://rumble.com/v6x8wry-gg3mc-cloud-generation-and-duplication-test.html
Showing off cloud generation and duplication.