#lounge
1 messages · Page 423 of 1
Heard the new cpus are good
it's time to buy intel
I know
Is that reddit post baiting people?
'Grandma died'.... feels that way.
Sorry, I don't follow that.
Is it supposed to be reliable?
you should trust them with your life
they call themselves retards so they speak the truth
hehe.
Intel is dead, long live Intel.
Hmm. They should be rechristened Wintel, in my honour.
😛
To work or to play games.
That is the question.
🤔
Or to sit in limbo for a while.
That is also a question.
ugh unreal crashing
probably your crap code causing it
in all fairness I had a crash last night when I was merely tweaking the rest pose of a skeletal mesh.
I take no credit for the code underneath 🙂
It's your fault.
Which bones you have been touching?
upperarm_l and r
My e-gpu enclosure is almost here.
The local courier has it; they should've delivered it today; the lazy twats.
something I completely didn't realise until I needed it, but I get my medication through delivery services. They prioritise medicines for delivery so if they get backed up then the normal deliveries get pushed back too. So now I try order my medication alongside other deliveries so I get priority 😄
Well, a GPU is a good capsule for many ailments.
How to shove it down one's gullet is.... problematic though.
laptop workstation, yes.
But, it lacks the capacity for a modern gpu sadly.
It is 10 years old.
what kind of work? I always presume the latency on data transfer would be problematic for game dev at high end
Right now, modelling, level design, and a bit of AI image generation.
Oh yeah, ZBrush, UE, and Blender.
Actually, the gtx 970m inside this baby runs UE fine, without lumen and that high falutin ray tracing stuff.
BUT, if I can save a lot of money by just upgrading with an eGPU for now, that'd be dandy. I have decided to be the guinea pig for this, after all; bless the Chinese for making eGPU enclosures cheap.
well it's not something I would risk money on but I guess it would be fine for offline work. And offline rendering can always be farmed out anyway. I'd have to have a good reason for it though like I was enslaved in a corporate machine pumping out MTX like the first wave of NFTs and I had to work on the road. But if that was my job I'd like quit and move to Nebraska.
The risk is $150; no problems.
That's how cheap the enclosures have become now.
As for the actual GPU, if the enclosure is a dud, I'll just use it in a new build. 😄
Ok, to be fair, $150 plus import duties depending on where you live.
always supportive 🥰
That's Dieter being his best self.
you aren't really working in UE if you don't crash it 5 times a day
ue4 - four times a day
can it handle 20k textures without crashing though?
especially for cursors.
i think 8k is the limit anyways
Some twat will find a way to break it, I am sure.
Same here
When I used to host servers for some games I used to play with friends my private and public ip would change randomly every few days and every time when restarting the router and I would need to update the port forwarding
🤔 Courier guy says he tried to deliver a package today, but I wasn't home.
I hope he comes tomorrow morning. I hate putting my evening walks off for anyone.
If he runs away with my eGPU, I'll sick my e-canines to hunt him down.
🐶
That's typical in spain
i bet it will be raindust
"Yesterday you didn't came to the interview"
- There was nobody
- Hired
that would just kill the sub lol
and who is gonna post for free on a sub that you need to pay to see
people pay for OF when there's plenty of free stuff around. Depends on the content I guess 🙂
same goes for Taylor Swift
The only real fact is all have a poor sexual life
Sorry for the late replies, but my computer crashed while updating NVidia drivers.
Apparently, having Discord opened at the same time was a problem. 😄
I had to do a system restore and reinstall Discord. 😄
I wonder if his username will be readable with 20k textures.
now we got this unreal thing too
got link?
the contrast ..... the contrast
oh I meant for the unreal version that was limited
couldnt give two shoots about godot tbh. Still waiting for the bugger
that's SD or what?
I always thought quixel mixer would get some investment in that direction or maybe I'm just jiving conjecture in my head
Okay. Let's do this again and see if I can crash the computer twice with the same stupidity.
encourage me! 😄
hmm got to be honest, as I'm not really a shader guru by any means, most of that texture graph is just words to me. I know what they mean but I don't know how to string a sentence together with them 😄
this had a unreal dev grant
is made on godot
thats the mix
interesting that you can make pixel art too
no dice.
560.81 seems to be problematic.
Discord wasn't the culprit; just the unfortunate victim. 😄
Yeah. I thought of doing that, but it's probably better to wait for the next driver update.
The one from June-July is working fine, so...
Apparently, making a system restore point doesn't store the windows cumulative update.
So... I have to restart my computer once more to finish re-installing it. 😓
meanwhile....
$ uptime
19:39:57 up 46 days
i don't leave it on either
suspend to ram
@trail ore Seems like 560.81 is causing problems for a few computers. Reddit and steam forums have a few threads.
I haven't left my computer on overnight in ages, I think especially after upgrading my internet connection. Everything downloads quickly.
No, but I used to leave it on overnight to download 30GB games and such, with the slow internet.
I think Door OS would require downloading each time it boots.
That'd be a cool feature.
you could technically boot from the internet
with which os?
any
Network boot has been a thing for ages.
You can even install an os remotely.
Well, depending on your definition of remotely.
yea, made a setup for my old company, where all the production pc's get an image each week automatically
so i updated one machine, and pushed the image to all clients
well, that was local network with PXE, but i'm pretty sure PXE boot would also work over internet
new and improved 1440p
Why normal is Normaaaaaaal ?
cause it's dutch
Why the heck didn't ported it as Normal as everyone
aren't translated user interfaces bugging you?
that's maybe because you have to pay the premium versions
I normally neve open that
I have premium, get owned
(it actually fixed itself after like 3 sec btw)
we are happy for you
@proud jay you are the expert of machines is there something better than Kärcher for a water vacuum cleaner ?
probably
was looking for this thing "SE 4001 Plus"
isn't steam but is water
for the car and chair etc
🤔
so it's spouting out water?
textile elements
oO
I think so
you would get something else for that usually
the thing you show is more for floors
look for steam cleaner
every single video I see of someone cleaning the chairs of the car is using something alike this
i would recommend something with steam
that gets pretty much anything out of textils
Deep Cleaning The Most INSANELY Dirty Car! | The Detail Geek
This car was easily one of the MOST shocking details I've ever done! There was pollen COVERING the front seats and the car was also FULL of dog hair, garbage, and piles of dog food! The transformation this car makes is absolutely unreal!
#thedetailgeek #carcleaning #cardetailing #det...
ideally with some vacuum, so it sucks the nasty shit off
every video is like that
the steam cleaner seems to be used for non textile things
both
and what do you use for suck ?
the whole point of this is it suck all the shit
the steam ones don't ?
How To Steam Clean a Vehicle! | The Detail Geek
This car was covered in dog hair, sand and dust so I show you my process to steam clean this dirty car interior to get it detailed and looking new again with the McCulloch steam cleaner!
#thedetailgeek #carcleaning #cardetailing #detailgeek #detailing #cleaning
those aren't textile
Full Detail! Learn how to Super Clean and detail the interior of your car. In this video I show you how to clean your carpets, floor mats, trunk, and headliner. The super clean series is about attention to detail so not only are we vacuuming the carpet but we are also shampooing it with an extractor to remove all the embedded dirt and smells.
N...
I mean the steam one looks nice for the rest of the elements not gonna lie
it IS perfect for textils
usually are more costly etc
because it can/will loosen all the stuff that's in there
ideally you suck it off with some vacuum which can handle water
yeah that's the point of this one I pointed
all those are to suck water
the spray is optional
the one you pointed does it with chemicals tho?
that's optional on your wish
if you got really messed up textils, like stains from liquids, etc.
why did I read that as messed up testicles
burgor
Ok
I do 3d modeling...
Time to learn something new
Someone else have issues with Instagram since the last update?
people seem to hate my way of coding, I thought people loved Russian Roulette If Statements... My Programming Pals Did Not.... (C#) /j
i reckon this is way more cursed lol
btw this is a real function
there's also is_computer_on_fire lol
i have that in my unreal code base :>
if(is_computer_on_fire() > 100.0)
{
//do even more work
}
at least 2 indie games where i had to manually add t.maxfps to the DefaultEngine.ini of the game
because they ran with unlimited framerate
idk how some devs turn that on by default either ways
lately noticed that sc2 was burning through my gpu, and it ran at >500fps 😄
so the elite gamers™️ wouldnt start bitching about low framerates which is a treat of competitive games that is starting to leak to casual games from what i've seen
the thing with cs2 to me it feels odd if i cap it's framerate to anything under 120fps for me lol. like even at 90fps the movement feels...sticky
saw this message marked as spam in introductions....
and?
who even looks at introductions? what is the question?
omfg, "top-notch game design company" i am not qualified to speak to you
lmao
listed every single tool and language in existence
im not qualified to breathe the same air as this person
fr
Some techs are missing tho
he got so much knowledge but got marked as spam 😔
I should list every programming language and framework I glanced at or briefly thought about as having experience with it
I have been hearing about c# and rust here, I should add them to my list.
I've been hearing so much about html, php, js, css in #programmer-hangout from ~~ not
~~ that I should probably add those too
talking about cats, these little shits started to fight & yell below the window like @ 1 am
lol
goats are cool
@empty dune here so you can cream your pants. I didn’t watch it cause I’m not really into WH stuff https://youtu.be/H8u9fkZL3GI?si=rl_osU0MefI0Gf3n
Space Marine 2 gameplay with Splattercat! Let's Play Space Marine 2 and check out a game where you get to body the unclean out of some nasty aliens and heretics.
Download Space Marine 2 : https://store.steampowered.com/app/2183900/Warhammer_40000_Space_Marine_2/
-----------------------------------------------------------------------------------...
youre 24 hours too late my friend
😙
Is that the next uuh... what was the name of that live service space bug killing game?
helldivers 2
starship troopers
probably
most likely yeah
looks kinda warhammer
hell drivers 2 takes place in the balkans
Ah mb
The next helldivers 2 would be helldivers 3 😛
the suit reminds me of that famous board game
what was the name
warhammer
yea
🤣
are you sure it's not DnD?
Pathfinder with new rules
Space Marines 2 looks good.
I like the combat and hopefully, it plays as smoothly in proper multiplayer.
What I am really interested in is how Capt. Titus is going to stage a come back, go after the inquisition, and turn their overly righteous arses into so much splatter on their barge walls.
It's called war hammer, yet they use guns, curious
they cant use their warhammer for combat 💀
they fight against hammers
They do have thunder hammers.
oh nice, now i look dumb
let me introduce you to the thunder hammer
you can buy the hammer to paint it for only 299
Good game
Well, they can always include more hammers.
I'd love to see throwable carpentry hammers.
Orbital hammer bombardment.
Hammer missile launchers.
Hammer turrets.
Psyker hammer spell assault.
Of course, the all-important children's edition ™️ hammer.
You have to start young to train the best hammer marines.
And you can buy your own copy for $599, real-life, full-fledged edition.
not sure if cat lying on a light or if he ate 3 glowing balls
He's charging up his aoe, clear the area
He's attaining enlightenment.
That's the beginning of the Great Cat Stage 1 of cat spirituality.
this was peak gaming https://youtu.be/cL5zBFPUZxc
Subscribe! - https://www.youtube.com/channel/UCdss2sXAPkn8Yb5BePLXQow?sub_confirmation=1
Shrek 2 PC - Full Gameplay Walkthrough Full Game No Commentary PlayStation 4 (PS4 Pro), PlayStation 5 (PS5) , XBOX or PC in 1080 HD 60 Fps (2020).
all bosses, ending, showcasing all cutscenes movie edition, all boss fights, side missions, upgrades, skins, ...
shrek is love shrek is life
can't wait for shrek 5 to come out in 2026
TIL that shrek games exist
I played it so much back in the day
true
well
that's on you for using JS
you need to kill the person that chose it and take their place
I just finished doing proper secure login and such for my MMO system. I decided just to go with Firebase for auth for simplicity when making the Client application + metrics, less hair pulling that other methods Ive used in years past.
However, I have a feeling they are making you use a specific stack considering you're being forced to us JS 🙃
I don't think he's doing it for a game
in which case JS makes a lot of sense at least for the front end part
realizing I've spent 8 years worrying and working on the wrong things in game dev.
Need to go back to basics and make a few small projects just to prove to myself (and publishers) that I can finish projects with a release date.
I have no idea how to think this small anymore. Does anyone have any advice for how to remedy this scenario?
That's what I'm thinking now too after seeing react too
I have a friend who wrote an entire mmo front to back in GO
@nimble pike
Enter game jams, John Carmack is literally in multiple throught the year after stepping down a bit from Oculus.
I used GoLang too! I love its multithreading capabilities and simplicity. Allows for a nice scalable system that allows for both TCP and UDP traffic even which has benefits a game charger with some combat in my mmo
I have been summoned?
Like golang is superior backend lol
no offerings? FOR SHAME!
I noticed MMO speak and I mentioned your time in GO and apparently it's a mutal feeling for @shy veldt
thumbs up
Lmao 🤣 Nice to see another Go person is here 🙂 Literally has been a life saver over Java and never regretted switching lol
I like Go
but I like c# more
Go sometimes is a bit too verbose cause if its simplicity
those seems like different use cases. like I wouldn't compare c++ to c#
but it's also what makes it nice
Display settings concept, with full game controller support 😛
Full in-game keyboard with game controller support
I have no life
I like Go for backend only so far. I have only made like one client sided Go client and that was a testing tool
so i code to code for coding to code is the true code to code
Same, I make things for fun since I do a few businesses and mainly take game contracts that are fun
i don't make things for fun, I code things to code them lol
Most time is spent on things like this backend or recently my new web dev and software dev firm
cause why the hell not
I would always rather do a for scratch attempt furst if it's an interesting concept
Oh I'll make them, I just find it more fun to make it than use it
Ooh you made the twitch plguin???
depends on the thing, but I tend to agree coding for sake of coding is fun... if you have a clear goal
I wrote this back when there wasn't a twitch plugin, and it was written for UE4 so so long ago
Yes. It's always fun like solving a puzzle
You helped a lot of indie studios lol
;p i won't say a word but blah
until you have to touch android 
I work with stand alone VR
same
Since VR is fun but also a bane
it was fun to code XD did it cause someone told me I couldn't on a livestream
so I coded the whole thing on the livestream lolol
I'm like the person that can get anything to package on android too lol
vr was my fast track to learning all sorts of CS and math since I didn't go to school
nah there's just.... always something in the way
Oh they told me AI would replace me years ago when I was a chef. I did just enough contributions over the past 5 years to make sure AI would take their jobs first :3
So I understand petty in coding :3
Eh ya, that's why like I've had to learn everything that could be in the way specifically for VR 🙃 https://www.atlasendgames.com/ what another dev and I made with some team help with art and QA
haha I know them
I don't do VR i've explained my reasonings to @sour shuttle
Ahh ya, Nate and I are the AE devs :3
until I tell him he can't on live stream 😉
Lmao 🤣
Bait him into it lol
wouldn't be my first time buying people vr headsets. I must have bought like 10 quest devices by now
maybe more
lame ass
Lmao not 10
But have def given away half a dozen
To friends I wanted to test stuff
And they still play so it's useful :3
Was a good investment
tokes
well I find teams that I think would bennefit the industry and I donate headsets to them in exchange for them getting their plugins or projects working in VR mode. Or budding developers who want to get into it
yawns
at this point I'm so tired of fighting the engine that I need to step back and just actually complete something
just make a game engine in Go
That's super nice of you! I am trying to figure out what is the next like VR game well see cross play on with normal PC and VR
I'd rather get Stride to a workable place
funny enough I accidently did, someone pointed out to me randomly
didn't even realize it until he told me
lolol
all my projects are focussed on being that
how do you accidentally make a game engine
I tested the possibility, it's easier to give it a stripped down unreal server client and like wrap the ue server in it
well I build the subsystems for building out the game, then systems for handling menus, then handling images, then handling audio, then commucating to backend servers
the mobile rendering pipeline is the bane of my existence
that doesn't sound accidental at all
then game controller support, steam support, steam controller support, steam input support, steam deck support
then linux, and windows
Ohh you'll like MMOP lol not announced yet as a game, but adding VR support to it for cross play
and yeah was fun
didn't realize it was a game engine until someone told me and now I've written 4-5 game concepts with it in a week
Wait what how do you accidentally make a game engine?
or so
you make abuncha subsystems and they fit like legos, and you didn't realize untilt he last minute
where can we see your Go game?
Until you had movement and collision?
I'm interested in the result
haven't opensourced it, pushing my first game out with it though. https://store.steampowered.com/app/1742110/Demon_Lord_Clicker/
BUT WAIT, this time it's an actual game... You read that right. Earn rewards by clicking, and equip the drops to have real gameplay impact. We're taking this FAD and cranking it up to 11 - to be a real game genre! Raising the bar so games of this type have to actually be FUN!Summoned by a Goddess to a fantastical world, you’re tasked with saving...
Coming soon
here is 1 of the next concepts im working on, not 100% done this is game 5 currently
all of the games interconnect, and all manage the same construct of the storyline
Isekai storyline, love it 🤣
like here is my steamworks golang sdk i wrote
im going to have to rewrite it going to do a full C++ dll, that loads steam's dll, then have it manage everything in C++ before sending it over to golang
to make it WAY DAMN EASIER
cause I hate using pointers so god damn much in go
so god damn much
pure hatred
pure pure pure hatred
var (
kernel32 = syscall.NewLazyDLL("kernel32.dll")
user32 = syscall.NewLazyDLL("user32.dll")
procShowWindow = user32.NewProc("ShowWindow")
procGetConsoleWindow = kernel32.NewProc("GetConsoleWindow")
getConsoleWindow = kernel32.NewProc("GetConsoleWindow")
findWindow = user32.NewProc("FindWindowW")
sendMessage = user32.NewProc("SendMessageW")
ntdll = syscall.NewLazyDLL("ntdll.dll")
procRtlGetVersion = ntdll.NewProc("RtlGetVersion")
)
const (
SW_HIDE = 0
WM_CLOSE = 0x0010
)
type OSVersionInfoEx struct {
dwOSVersionInfoSize uint32
dwMajorVersion uint32
dwMinorVersion uint32
dwBuildNumber uint32
dwPlatformId uint32
szCSDVersion [128]uint16
wServicePackMajor uint16
wServicePackMinor uint16
wSuiteMask uint16
wProductType byte
wReserved byte
}
func getWindowsVersion() (major, minor uint32, err error) {
var osvi OSVersionInfoEx
osvi.dwOSVersionInfoSize = uint32(unsafe.Sizeof(osvi))
r, _, err := procRtlGetVersion.Call(uintptr(unsafe.Pointer(&osvi)))
if r != 0 {
return 0, 0, err
}
return osvi.dwMajorVersion, osvi.dwMinorVersion, nil
}
func closeConsoleWindowWin11() {
hwnd, _, _ := getConsoleWindow.Call()
if hwnd == 0 {
consoleClassName, _ := windows.UTF16PtrFromString("ConsoleWindowClass")
hwnd, _, _ = findWindow.Call(uintptr(unsafe.Pointer(consoleClassName)), 0)
}
if hwnd != 0 {
sendMessage.Call(hwnd, WM_CLOSE, 0, 0)
}
}
func hideConsoleWindow() {
hwnd, _, _ := procGetConsoleWindow.Call()
if hwnd != 0 {
procShowWindow.Call(hwnd, SW_HIDE)
}
}
also if anyone doens't know this if you try and close your damn console window in windows 11 doesn't work you have todo abuncha stupid workaround stuff
😐
so dumb
sick of pointers
Will that work with like Steams DLL policy?
all my projects are meant to be crossplay between vr and non vr as well as all vr to vr systems.
There's still some things to work out that I'm unsure of. Like I can't really use animation system for something I want so I need something more like sequencer, but I don't think I can use it as is.
also the rendering pipeline has been such a PITA. like no post, no hdr, no distance field... basically need to manually craft all the data I need by hand and it's prevented me from making truly open world things.
I don't use baked lighting among other things.
yes, sinc eim not modifying the dll
Niiiice!
just loading the dll, into another dll, dll inception
haven't attempted yet so its all theory
if only steam worked for android
right now im doing a massive refactor so the next 4 games are all perfectly drag/drop into the project
wouldn't need to use EOS
@sour shuttle i got steam working on android ;3
just not in the way you think is all.
Ahh so we love the same kind of games probably! If you want a non vR game thats amazing to play cross play with a VR mod, Risk of Rain 2; you basically can out perform normal players if actually good and accurate irl :3 Oh I can help you with open world things too, I'm I'm reason AE went from a TDN to an open world BR
@sour shuttle what i did, is added standard openid for steam then I have it linked to the account, I store whatever changes need to be made like giving them items, etc and then tell them next time you login on your steam account's game you'll beable to receive them.
works flawlessly bro
Ikr?
this way I can have iOS/Android build of the clicker game
as well as console build
;3
I do enjoy ror2. I'm more focused on something like zelda atm, but I have a single project with all my other game projects as submodules. Lets me think about modding in the future.
i have a achievement queue, item queue, and stats queue
Nice ;3
Nice, look up the VR model if you haven't! Fair warning. Do not use cursed item that takes away items and gives you a wisp, after 16 wisps, you'll get dizzy af
I've played it before
Oh perfect you know already lol
I'm interested in making something kind of like wind waker mixed with twilight princess and some other games / anime inspired things
I can see that and the biggest issue I could see is not anything technical
But art wise
You'd have to have a team of artists familiar with making optimized models for VR and familiar with area poly/draw limits per chunk loaded
sort of kind of.
replication is kind of a problem too. unreal built in replication gets in the way of itself
Ohh I solved that
UE4 modified and unique replication graphics is how we manage that in AE
im sticking to making some 2d games in SDL2 for now
Graph*
yeah, it's not that hard tbh. what's more difficult is the lack of post or gbuffers. for example making a water line or masking water out of boats.
And Iris is how I manage that in UE5
after im done with game 5, im going to work on making my arcade cabinet and try to revitalize the arcade industry
Oh ya, water lines are nightmarish and replicating waves is also ya. No
well you have dedicated servers yeah? I need a quest to be able to host for a few devices without having all things loaded all the time.
whole reason im doing all of this in golang, DX is so I cna run the games on a raspberry pi lol
replicating the waves is not that big a deal. oceanology already does that. it's just that now I need to build the water line and underwater effects into all base materials since I have no post and I'm not interested in sticking a translucent plane in front of the players face.
I use to want to go that low. Now I aim for steam deck / modern android
But the plane works so well 🤣 Lol jkjk I like the fort to do it correctly
Effort*
yeah but you don't have a potential contract with Twitch at 5k a Arcade
But ya, without dedicated, you are going to br limited
overdraw and translucency are the biggest slow downs.
if world partition worked correctly I wouldn't have to worry
If 🤣
always waiting on epic to fix their shit
Ya, world partition and world composition has always been wonky
I had to rewrite it in ue4 for it to work
Like at least wp is not as bad as wc was
the settings are there in partition now, they just don't work
same with distance field support on mobile ldr. it's there, it just doesn't work
so now I'm locally override engine shaders in a project plugin to get around stuff
When things don't work, I made a habit of checking the oculus forks to see if they work there
add in the bs from meta branch engine and it gets more complicated
I do the opposite
always wanted to own an arcade
well I made 1 that ran Unreal Engine already XD just the price tag was 3k lol to build
im trying to limit it down to under 1k to build for all materials/etc
Oh ya, using the oculus fork for checking and seeing features. I have not made a project in one of their forks though, always use ue source
and if I can make custom games that run on it, I can sell that service to companies for branded/skinned games
For an arcade machine?
yes
if I didn't need stuff from them I would use stock. there is supposedly a 30% performance bump on meta branch since they changed some things for mobile
cause I plan to offer them as a way for co-branding lol
Does duo and 4 player fighting arcade consoles even for fighting emulators
oh nice
His name is Hank Zeplin
yeah I built out a few things
You can Instagram him, he's a creative af dude
package main
import (
"fmt"
"os"
"github.com/veandco/go-sdl2/sdl"
)
const (
screenWidth = 800
screenHeight = 600
squareSize = 50
)
type Player struct {
id int
rect sdl.Rect
controller *sdl.GameController
}
var players [2]*Player
func main() {
if err := sdl.Init(sdl.INIT_VIDEO | sdl.INIT_GAMECONTROLLER); err != nil {
fmt.Fprintf(os.Stderr, "Failed to initialize SDL: %s\n", err)
return
}
defer sdl.Quit()
window, err := sdl.CreateWindow("SDL2 Game Controllers", sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, screenWidth, screenHeight, sdl.WINDOW_SHOWN)
if err != nil {
fmt.Fprintf(os.Stderr, "Failed to create window: %s\n", err)
return
}
defer window.Destroy()
renderer, err := sdl.CreateRenderer(window, -1, sdl.RENDERER_ACCELERATED)
if err != nil {
fmt.Fprintf(os.Stderr, "Failed to create renderer: %s\n", err)
return
}
defer renderer.Destroy()
initPlayers()
running := true
for running {
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
switch t := event.(type) {
case *sdl.QuitEvent:
running = false
case *sdl.JoyDeviceAddedEvent:
handleControllerAdded(int(t.Which))
case *sdl.JoyDeviceRemovedEvent:
handleControllerRemoved(t.Which)
}
}
handlePlayerMovement()
renderer.SetDrawColor(0, 0, 0, 255)
renderer.Clear()
renderer.SetDrawColor(255, 0, 0, 255)
renderer.FillRect(&players[0].rect)
renderer.SetDrawColor(0, 0, 255, 255)
renderer.FillRect(&players[1].rect)
renderer.Present()
sdl.Delay(16)
}
}
func initPlayers() {
players[0] = &Player{id: 0, rect: sdl.Rect{X: 100, Y: 100, W: squareSize, H: squareSize}}
players[1] = &Player{id: 1, rect: sdl.Rect{X: 200, Y: 200, W: squareSize, H: squareSize}}
}
func handleControllerAdded(index int) {
if controller := sdl.GameControllerOpen(index); controller != nil {
joystick := controller.Joystick()
instanceID := joystick.InstanceID()
for _, player := range players {
if player.controller == nil {
player.controller = controller
fmt.Printf("Controller %d assigned to player %d\n", instanceID, player.id)
break
}
}
}
}
func handleControllerRemoved(instanceID sdl.JoystickID) {
for _, player := range players {
if player.controller != nil && player.controller.Joystick().InstanceID() == instanceID {
player.controller.Close()
player.controller = nil
fmt.Printf("Controller %d disconnected from player %d\n", instanceID, player.id)
}
}
}
func handlePlayerMovement() {
for _, player := range players {
if player.controller == nil {
continue
}
if player.controller.Button(sdl.CONTROLLER_BUTTON_DPAD_UP) == 1 {
player.rect.Y -= 5
}
if player.controller.Button(sdl.CONTROLLER_BUTTON_DPAD_DOWN) == 1 {
player.rect.Y += 5
}
if player.controller.Button(sdl.CONTROLLER_BUTTON_DPAD_LEFT) == 1 {
player.rect.X -= 5
}
if player.controller.Button(sdl.CONTROLLER_BUTTON_DPAD_RIGHT) == 1 {
player.rect.X += 5
}
}
}
Or dm me and I can hook ya up with him
here is full 2player controller support XD i have a 4 player version and a 6 person version
He'd have a thing he can make ya sub 1k
lol
don't post here your Godot code dammit
just for validating

shush u, I've done more C++ code then you have hours alive.
Lol don't hate Godot 🤣 I have never used it but def appreciate it as a tool lol
im allowed to take a break
almost pulled out their fast noise header and pulled it into a plugin
hard to believe as I have many bdays per year
that's a jk sir
Godot neither have brackets so
youve been coding nonstop for 69 years? 😮
@empty dune your 69 years old?
here is some C++ code for @median wraith
bool BuildSystem::compile(const std::string& projectPath, const std::string& additionalArguments, bool launchInNewWindow, bool keepWindowOpen) {
if (projectPath.length() < 4 || projectPath.substr(projectPath.length() - 4) != ".sln") {
Logger::Get().DebugLog("The specified project path does not point to a .sln file: {}", projectPath.c_str());
return false;
}
if (GetFileAttributesA(projectPath.c_str()) == INVALID_FILE_ATTRIBUTES) {
Logger::Get().DebugLog("The specified .sln file does not exist: {}", projectPath.c_str());
return false;
}
if (!checkBuildToolExists()) {
Logger::Get().DebugLog("Build tool does not exist or the path is not set correctly: {}", buildToolPath.c_str());
return false;
}
Logger::Get().DebugLog("Using build tool path: {}", buildToolPath.c_str());
Logger::Get().DebugLog("Project path: {}", projectPath.c_str());
Logger::Get().DebugLog("Additional arguments: {}", additionalArguments.c_str());
std::string commandLine;
if (launchInNewWindow) {
if (keepWindowOpen) {
// Correctly handle quotes for cmd /K
commandLine = "cmd /K \"\"" + buildToolPath + "\" \"\"" + projectPath + "\"\" " + additionalArguments + "\"";
}
else {
commandLine = "cmd /C \"\"" + buildToolPath + "\" \"\"" + projectPath + "\"\" " + additionalArguments + "\" & pause";
}
}
else {
commandLine = "\"" + buildToolPath + "\" \"\"" + projectPath + "\"\" " + additionalArguments;
}
Logger::Get().DebugLog("Executing command line: {}", commandLine.c_str());
STARTUPINFOA si;
PROCESS_INFORMATION pi;
ZeroMemory(&si, sizeof(si));
si.cb = sizeof(si);
ZeroMemory(&pi, sizeof(pi));
DWORD flags = launchInNewWindow ? CREATE_NEW_CONSOLE : 0;
if (!CreateProcessA(NULL, const_cast<char*>(commandLine.c_str()), NULL, NULL, FALSE, flags, NULL, NULL, &si, &pi)) {
std::cerr << "CreateProcess failed (" << GetLastError() << ").\n";
return false;
}
if (launchInNewWindow && !keepWindowOpen) {
// Wait until the build process exits, only if we're not keeping the window open.
WaitForSingleObject(pi.hProcess, INFINITE);
}
// Close process and thread handles.
CloseHandle(pi.hProcess);
CloseHandle(pi.hThread);
return true;
}
bool BuildSystem::checkBuildToolExists() {
DWORD dwAttrib = GetFileAttributesA(buildToolPath.c_str());
return (dwAttrib != INVALID_FILE_ATTRIBUTES &&
!(dwAttrib & FILE_ATTRIBUTE_DIRECTORY));
}
#endif
no but hevedy is XD
you cant take a joke, can you?
im sorry, it wasn't funny so how should i know it was a joke
829,272 someone being alive for 69 years roughly.
Yes i've done more code then that.
idk whether to be astounded at how quickly you took offense to a joke or how you feel like you need to prove your coding skills
lol
amazing
not proving anything?
im just having fun
right
your opinion means what exactely to anyone here? cause mine means 0
😛
so legit idk why you be butthurt randomly
but lets just end it there
lol
sure, im butthurt. yeah lets end this here, i dont think i want to talk to you anymore either
aaaand there's the insults
no thats your name matching the statement
:X if thats insulting, why did you choose the name?
was a jk, don't need to proof me anything sir
@median wraith you didn't need to be rude at the beginning over some random code-bobs, 😛 sire and I figured since u got rude, may as well indulge you alittle.
hopefully to subside your anger
What?
@sour shuttle the zelda one
what's your opinion on using geometry script to generate "terrain" instead of using landscape
you going to start focusing on it or?
never stopped, just need to figure out the water thing.
I do need to do some non vr games just to finish some games though.
been 8 years and I've never shipped my own title. just grind grind grind and hitting my head against every wall
unsure what you mean here, the new procedural unreal nodes or what ?
yes, I'm using layered noise to generate terrain at runtime and it seems to have better performance than landscape components for me. context is standalone vr
I lose all that nice layer painting though. might want to add rvt to it
well i told you. I'm down to do a unreal game im just on a 2d kick cause its stupid easy to wrapup and finish development wise
I spent more time on a level builder, then I did actually coding the physics for the platformer @sour shuttle
i had to code a whole nother application just to build the level out
LOLOLOL
that's where I'm at with standalone vr dev
debating on using my tiled map viewer, and making that into a level builder map interface but idk @.@
i want more control and I wanna beable to test the maps in realtime
At this point I have no clue with the new Nanite landscapes how all this performs overall, sadly didn't used the procedural tools a lot yet, just did just procedural static builds etc prior to it, some people claims the prior layered system for landscape is a bit slower but idk
VT usually add some cost
no nanite. this is mobile vr. I noticed you worked on ghost of tabour and that's why I was asking about your time with landscape stuff. It's always run super heavy for me and the auto lod stuff tends to look bad.
@empty dune thank you for point out my age by the way haha
sure. remove other costs from the scene and I think you have more powerful tools/options
oh an Spy
I did a custom solution for them for the materials and such
I figure it's close to how contractors showdown works
Mobile have many limitations , another thing is if you just want VR for desktop
crossplatform
but i'm not willing to spend itteration time just baking out the maps from desktop to standalone. needs to go the other way
yeah crossplatform then will be limited by the less powerful platform
this case used to be Mobile Quest so
same. I'm on quest 2/ quest 3
I use 5.4, works great aside from no software culling (but I disable culling entirely, works great actually. saves a lot of headroom)
Forward rendering works fine on the 5.4 ?
yup!
So what kind of culling are you using then ?
no culling 🙂
mmm
I can push full ocean sim with dynamic light (no shadows) at 120 fps 1.2x dynamic resolution
open world zelda ish game
can go under water and stuff. ocean sim has physics too
I'm at the point where I'm modifying base engine shaders though
On quest ?
yep
that's single layer water too
faster than translucent. it's actually opaque with two passes
maybe they changed the rendeirng, a single point light realtime was a nightmare back in the days for Quest 2
local fog volume code is broken, but once I edit it to support water line stuff should look like this
they did sort of. epic did and meta did.
I don't have any shadow casting though
would be nice, but I don't think I need it
can probably get by with some vertex paint and some shader stuff
I'd kill for global distance fields to work. wouldn't need rvt for anything
enabling it breaks a bunch of stuff at the moment though. there was supposed to be a fix for it in earlier versions, but epic's merges happened over each other and it got erased.
ohhkay that makes more sense
In that case you can maybe even disable totally al, the light etc on materials
remove normal maps etc
and fake the NOL directional shadow and colors on cel shading since you point out Zelda etc
if is cartoon non cell shading works too
I did even for realistic projects
is a lot of saving on the shader, but if you claim that you got 120fps already isn't really needed
@median wraith
haven't decided on final look yet. That totally depends on what I am able to get working. Also don't want to spend time reinventing the wheel if the default lit has majority of things I'd have to write anyway.
Also would like to scale up for desktop so working mostly with default lit + some stylization works in my favor.
it's times like this I wish we had something like unity scriptable render pipeline.
been doing some stuff via sceneviewextensions, which are said to only work in deferred, but actually work in forward. however, it's been difficult to get it to work on mobile pipeline. I lose a few inputs I care about like custom depth stencil.
all comes back to mobile LDR just sucking so hard and mobile HDR having way too much shit crammed into it with no decent way of toggling them off individually.
I do remember HDR wasn't an option on any of the projects I worked for on Quest1/2
once enable it cost was a nightmare
hdr sort of works now, but it's still heavy AF. 5.4 added multithreaded rendering so that sped up some stuff a bit, but there's not really much for headroom for an application like mine where almost everything is dynamic
here my mates of Spain did an amazing work with the render engineers and awesome tech artists
Red Matter*
they did great stuff, but it's all baked still
there are parts I have no clue how they did, but yeah the process seems kinda as what Dota(LOL Devs) devs did clamping the desktop render to mobile parts, bet they removed non needed mobile need parts etc
I don't remember the name of the shooter right now 🤦♂️
watching this https://x.com/charlieINTEL/status/1821562009118228882
I feel kinda sad as looks like they made a combo map with all the maps from the COD WAW DLCs
Looks awesome but seems to be the same modern gameplay
that's why I like vulkan so much.
epic seems to understand the mobile HDR flag is too much as is. Under the hood they seem to have started the work to break things up.
there's also the datadrivenplatforminfo.ini file. Currently that's where I have to enable single layer water and distance fields for mobile.
otherwise you need to manually set flags via device profile and scalability ini's.
there's more stuff that isn't very clear about how / where the engine accepts override hierarchy stuff.
I've spent the last 3-4 years ripping all this apart and figuring out what is where and bottleneck stuff.
yeah I can tell there is a lot of in deep things
that's one. just having a global intersection detection from material and being able to make a mask out of it gets me around the need for a lot of post process.
you can also use it for culling among other things, like lighting/shadows.
if I could also use custom depth I'd be cooking. I don't need the normal post process stack if I have the custom view extension.
however that's a full screen pass instead of something like vulkan subpass which is chunked up and can return at any point. subpass has no neighboring pixel information though so not good for a lot of stuff. Really just good for tonemapping or like maybe a compute.
yes, but I'd be happy to get a good cod zombies feel going again. It's inspired some of my other projects pretty heavily.
maybe you can do some masking without the DF
as I'm in the feel with vertical Z only would work
I can bake SDF and push to RVT. oceanology is doing this. problem is they only do this from landscape. So I figure I'll generate my own terrain and be able to get better sdf out of it.
still need to add some other way to get stuff like the dock legs
oh I thought you were using the default water from Epic
same material domain, all this does is modify the properties within. doesn't change how I need to solve water line
whats up water brother
Haha no its one of my abandoned projects
Point and click mystery game
I cant remember what I did honestly 😁
But i got stuck trying to create a wet effect with a darker albedo when the water hit objects
scope was too large ofc. you investigated a dissapearance after receiving a note with the name of a pier, traversed it while solving puzzles and finding clues (the killer's boat), ending up in the lighthouse
lol i thought the bottom of the image was cut off and kept trying to scroll
I was about to write a story for your abandoned project based off of exactly what you just said; a disappearance mystery.
😄
Nice visuals there. 🙂
you or copilot?
i already wrote the story, even had some really cool puzzles ready
alas
Some of us speak English; don't worry.
finish it
What if it was Dieter who got lost there, looking for his bread?
And Hevedy is the hero, who has to dive 1,000 KM to retrieve him?
Assuming Hevedy doesn't just decide to leave him there. 😄
one puzzle you had a locked keypad, you had to listen to a tape recorder of someone using the keypad, then figure out the 4 digits by the tone of the beeps - no perfect pitch, no chance to progress further!
https://www.gog.com/en/game/intravenous good game free on Gog today
No, it's my battle chicken practising its bow and arrow against enemies.
It's a very high-class chicken. 😄
That is indeed a very good game.
Damm man you made there the fooking MW3
Reminds me of The Chaos Engine.
missing just this boat
errr yes but no
here you can pick different elements and investigate or interact with the world a bit
and go silenced
I modified my chicken genetically to bypass three generations. Now, it has become a fourth generation chicken, with 40% more cores and squawking power.
For a melee chicken, it's using its bow a lot.
I've no idea where it fashioned that bow from; probably used its melee prowess to break a branch or something.
int cookies = 4;
Console.WriteLine("There are " + cookies + " in the oven"); //Method 1
Console.WriteLine($"There are {cookies} in the oven"); //Method 2
/* this code is written in C# */
why would anyone use Method 1 over Method 2?
because method 2 didn't exist in old versions
so it's a habit rather then anything else?
but indeed in new code there's no good reason to do it
ah alright
so it's similar to:
int cookies = 4;
cookies = cookies + 2; //Method 1
cookies += 2; //Method 2
those are literally the same
yeah, but written differently
yeah, but for your string thing they actually are different instructions
your int example here will be the same thing either way you write it
so the only thing to decide on the int thing is purely preference
but I woud agree that I prefer method 2
good to know
for strings I probably would just change the full string rather than add onto it? depending on the size, and if anything you'd use substrings right
String firstName = "John";
String lastName = "Doe";
String fullName = firstName + lastName;
if these strings were const it would not matter
compiler would optimize it
but in you original string question, more allocation would occur in method 1, string interpolation as in method 2 is heavily optimized
I don't know all the details, but you can look at a c# to IL converter if you wanna know exactly what it does
or
String fullName = "John Doe";
String firstName = fullName.Substring(0, 4);
String lastName = fullName.Substring(4);
this would not be better than the other way around afaik
it's still allocating 3 strings, just with substring data of the other
yeah this is a longer way around
not that I'm an expert at string allocation
also, you can just use string instead of String btw
neither lol, just know about the existance of them and that's about it
they're the same thing
ah
lol
I been capitalizing since the beginning of times
yeap
btw, in newer c# versions you can do substrings fancier with like index operation like things
ohh fancy
I already know C++ and used Blueprints a lot for unreal projects for my previous bachelor.
The university degree that I will attend for in a year uses Unity a lot more tho.
so learning C# and then gameplay programming additionally once I know the base of C# is what I'm doing now.
or e.g. mystring[0..^1] to get all but the last character
unity is using really old c# version though 🤢
although they upgraded semi recently
not sure what version they're on now
but back in the day it was so far behind
kind of like using
new(0.0f, 0.0f, 0.0f)
instead of
new Vector3(0.0f, 0.0f, 0.0f)
let me check, I do have the newest version of unity installed.
currently using the VS2022 to learn the base of C#, and I use VSCode for Unity lol
not that it makes much of a difference personally
for my experience level at least
string substring = mystring.Substring(0, 4);
string othersub = mystring[0..4];
these 2 are the same
yes
Yeah, but if you are a good programmer, you can just send your strings leaping across one rail to another.
🛹
happy 808 day
The behavior is undefined if ...
srcis not a pointer to a null-terminated byte string.
A null-terminated byte string (NTBS) is a sequence of nonzero bytes followed by a byte with value zero (the terminating null character).
"Everything is a null-terminated byte string if you try hard enough." - strcpy, probably
Somewhere, in memory, there is a zero waiting to be hit.
Maybe it made more sense in the 70s.
"What if there's an error?"
"We only have 512 bytes of memory. If there's a problem, write it again."
My brain is tired
This reminds me of the time we used floppy disks.
There was so much swapping and writing; oh yes, and DOS commands too.
🤔 I wonder if Neuralink ™️ chips will have a command terminal for users.
Sell for $10,000.
I think Game Pass just released a Doom 1 + 2 combo.
Or quite possible re-released. 🤷
There's a guy selling Doom floppy disks on ebay for $1,200.
Low price seems to be $150.
I don't know what 'registered' floppy disks mean, but apparently those are collector's edition type thingamajigs. They get you bids of $3,000.
What is this heathen tongue, born of chaos and fell demons?
Damm those old games 4tb there, at least on this modern days thanks to the compression games like Cod managed to down it to 300gb and so
🥵
Damm if was released the same year I cost the same?
The registered version is going for $3,000. I don't know what registered floppy disks mean, though.
I assume it's some collector's set, maybe.... 🤷
When I used to buy games in floppy disks - all those many years ago, in a galaxy far, far away - I don't remember writing anything on a registration form. But, maybe the original boxes or floppy packets had some kind of registration code.
I still have my Wing Commander 3 CD set, with the box from... 1994?
windus the 8.08 for the Roland TR-808 its 50years now roland released brower emulator too and drum machine is there too for it as DJs used tool
🎶
https://blog.twitch.tv/en/2024/08/01/twitch-is-the-new-home-for-djs/ this released too on that day
Calling all DJs and music lovers! We’ve got big news.
Earlier this year, we announced the Twitch DJ Program, a major step forward for the DJ community, the music industry, and the millions of music fans on Twitch. DJs have historically faced serious challenges on the Internet because their content is complex and doesn’t fit into traditional musi...
I would love to live stream on Twitch, but their streaming service is a bit unreliable from India - or maybe from where I live in India.
The latest tool in my arsenal arrived today. Well, it's a replacement for the really old (two and a half decades) tester that I had from the time of my ancestors.
With this, I can test the devotion of man to the Golden Throne and the Emperor of Humanity.
Those who fail to display proper devotion will receive appropriate levels of stabbing.
I think with appropriate stabbings, it can serve that purpose.
thre is new raspberry pi pico
is it cool? post pics.
raspberry pi pico 2 what have 2 chips inside arm and riscv chip
I haven't heard from a student of mine, who was making something with a raspberry pi controller.
He had submitted a project proposal to his company and got promoted for it, but I haven't heard from him about his progress.
Attach my electricity test...er, pregnancy tester to robot legs, control them with a raspberry pi controller, and check yourself from time to time... safety first!
👀 I imagine each line of code will provide a stinging experience.
tfw when you sue advertisers so they would advertise more on your platform https://apnews.com/article/x-sues-advertisers-unilever-cvs-mars-orsted-673d1ae88e9fb0ca5b170d238739453e
lol, imma sue u for not ginin' me your money
Do you not even have to insert the disk? The install instructions would never fly in this day and age. 😄
I imagine having four parts will confuse most people instantly.
I'm pumped, it seems a lot of the problems of wp and hlods I had in earlier ue5s are a thing of the past in 5.4 -- fairly heavy hlods on a 48km2 map building in like 15 minutes 😄 just added foliage hlods and it worked with no fuss
tbf I am being less stupid about setting it up...
There was such a thing as a mini-floppy, no?
I remember something like that... let me see.
Ah, no. I was thinking of something else.
Correct. 👍
But, that was a type of CD, right?
now, thats an ai
of course she had to go nude at some point
haven't met many anime fans that weren't degenerate as well
didn't know that was in there, i deleted it
morning
wtf? lies, I saw really nothing, even over clicked it for science.
I have no idea how ipods really caught on. They were like 5x more expensive than the competition with 5x less space.
I bought a 32gb Creative mp3 player for like £100 when the 500mb ipods were twice the price.
Back in like 2000.
This is just from Google Chrome
seems like latelly 16 cores aren't enough for it
You could scroll through the playlists really fast using your finger in a circular motion
It was cool stuff
you are aware that non-utilized cores downclock a lot? so their usage may seem high, while it's actually not that super much
they're not?
they are
but if your cpu runs at 2GHz instead of 4GHz, a 50% utiliziation is more like 25%
it's not close to 100%
so what you're saying is 92 is half of 99
so runescape lied to me
they all have some kind of "load" but most of them are running at 2.2GHz "only"
He's saying that the CPU's feet are cramped from using just a single toe instead of all two toes and half an ankle.
I'm saying those CPUs need a healthy dosage of steroids.
Then, you finish it off with a nice pregnancy stab with that tester?
and a foot massage
followed by a new foot, preferrably.
in either order.
Sometimes, when money treats you unfairly...
...you make your own shit.
Break barriers.
Even your sanity.
All you need is a hamster to make that baby work.
Two hamsters for OC cardboard GPU.
Seems like a legit circuit board.
bring me the hamsters.
are you gonna eat them?
If they can't run those wheels to generate 550W of constant power, then yes - I'll make hamster bread.
They have negative rates too.
Compensation packages for fulfillment failure, apparently.
my computer even freezes
once you open 3 videos at different monitors and each chrome tab have x10 sub tabs
makes 0 sense
ransomware? wher are the waifu pics? Accessible?
yea better save them here before you get a cryptomalware which restricts your access
XD
you can redo your unreal project in the worst case, but the waifu pics...
This is bad. Very bad.
Very, very, very bad.
64% of your GPU is generating NSFW images.
that the animation system ?
controlrig, yea
I'm lost because Epic have a lot of sub blueprint systems
but it should work with enums?!
an no one is equal
Like an if is called If at Niagara
on Blueprints is called Branch
on here is branch
yea, i think it was named If in CR before, too
CR is very much special
in every regard
<sorry your code don't meet the coding standards on this PR>

and then in hsls you have
ROLL UNROLL
sorry unroll and loop
unroll(x) Unroll the loop until it stops executing. Can optionally specify the maximum number of times the loop is to execute. Not compatible with the [loop] attribute.
loop Generate code that uses flow control to execute each iteration of the loop. Not compatible with the [unroll] attribute.
but apparently there's branch and flatten statements
i'm not an HLSL expert, i just write close to basic C stuff in there 😄
i honestly didnt understand it 😄
but only looked like a minute on the description
apparently one of them causes to execute BOTH branches oO
idk why one would want this tho
this seems to explain it well
yea, seems to be related to SIMD and whatnot
i feel like that whole GPU Gems series might be worth a read
if you want to dive deep into shaders
hlsl is like a rol play game
recently when you say you work at the videogames industry someone says "oh yeah I got a friend working as teacher and they do videogames in the school too"
sounds kinda like if someone says is doctor and you say "oh yeah I got a first aids course too"
guess it's time to add survival and crafting to my game
because i'm not going to survive
Hmmmm .. Do you think a sheet of metal dropped in the air, would naturally end up falling with any particular orientation?
ie, edge-wise clearly has less air resistance, but does falling itself actually push it into that orientation?
air hits all along the sheet, labeled extremes A,B,C
Air hitting C would want to rotate it more edge-on
But, at the same time air hitting A would counter-act that?
The turbulence of the air would unbalance it. It would then fall into equilibrium. I.e. Sharp side down.
Things tend to become "stable".
depends whether you drop it on the moon
I thought people who said "you gotta give more than 100%" didn't understand how percentages worked, then I was met with this while deleting assets, maybe I don't know how percentages work ...
You 112% don't.
inb4 you are presented an empty project
what's your locale though, that could be 103,300% or 103300%
or maybe unreal doesn't know
Using comma as the decimal separator is the devil.
Dieter=Evil so that tracks.
why don't you marry it then
Hmmm idk guys. I think the force of A and C probably WOULD balance each other out. But still i suspect it would actually align edge-down, and think that friction along the surface from A to C is the cause. In that, more air is blowing past C than A, since A is funnelling it along to it. Then C is slowing relative to A. MAYBE
why is it snowing on your paper now
This is unfortunate as it means my current simulation approach just is not going to work .. if i cannot even get a sheet a metal to fall believably (and i have not, so far).
everybody hates JS
i kinda like it, when i wrote some matchmaking/request/response handling game server code
its nice in that you just save the file
call the function again, see if it errors
that's not nice
why would you not want to know a bunch of things that will be wrong anyway before you run it
i mean its just getting arbitrary data and sending it back
this can only be clickbait
Can be touched if is an actual plane without collisions ?
Trouble is, it will take a metal plate actually quite a bit of time to reach a stable configuration.
Depending on how it's dropped.
Mostly because it's heavy.
Or dense, rather.
Php is great.
i kind of wish i had a "real" aerodynamics sim to compare to
because its very hard to tell more than .. why isn't it moving more/less
like if i make the most clear, downward falling orientation object i can think of, which was a cyclinder, with several different extremely long fins sticking off it, at both the front AND the back .. then it does seem to do what i expect (and want)
edit: with the fins marked as not contributing to mass
actually even better would be a point mass, at one end of the cylinder
Guy is proud he suffered through JS documentations
I lived through the time when you have to write two .js files thanks to Microsoft trying to standardise it for internet explorer. So I have reason to hate it, but I learned to kind of like it.
bomberman!
loved that game
had it on one of those r4 cards for my ds.
Loved it, was very shit at it
same experience I've found tbh. Web stuff just ain't fun.
this was my favorite game on Amiga 😄
and my little brother always got the wonky joystick which didn't always get the inputs correct...
considering that my dad should have known better, some WD40 probably would have fixed them
Lol. I just used to put up with the stick drift.
That was until one day, even in rest my controller would just scroll upwards at super speed.
I'm amazed it's 2024 and we haven't solved that yet
it's solved?
there's joystick calibration
and iirc those amiga joysticks didn't have analog but digital values, so they probably just had bad microswitches
and i would be surprised if there aren't self calibrating joysticks without mechanical parts for the axis
this stuff should be easy doable with tech from mice, e.g. either optical camera sensors or light barriers which do counts (like the mousewheel)
seems like some use hall effect
jokes on those companies... they'll go bankrupt while logitech keeps selling input devices with switches which break 1 day after end of warranty
would be interesting how that game plays if you can only see enemies within a quarter of the play area
imagine this as MMORPG with 100 players 😄
The textures are a bit too similar in colour!
It's cool regardless.
