#Seeing variables

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night kernel
#

@crimson vale

crimson vale
#

hi

night kernel
#

@eternal marlin @cosmic plank

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Alright

cosmic plank
#

We should send our explanations in one big message

night kernel
#

So who would like to explain to him

cosmic plank
#

not multiple tiny ones

night kernel
#

Yes sure

crimson vale
#

I have a feeling you guys would NOT want to see what I did to get my player to move

#

but yeah I know that public variables can be edited with through the inspector

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and that they are able to be accessed by other objects

cosmic plank
#

[SerializeField] .. serializes the field.

Serialization just means converting something into a format that something else can read.

In this case, you're converting your field into a readable and writable field in the inspector window of your script.

You should do this instead of using public because you don't always want other scripts to be able to access everything. In fact, most of time you don't want any fields to be public.

TL;DR [SerializeField] makes your value show up in the Unity Editor (if it is supported), which will allow you to set it there instead of in the code

crimson vale
#

basically creating abstract info

#

wait... abstract?

cosmic plank
#

In the most basic terms, it's basically making a private field act as if it is public in the editor.

night kernel
#

So basically you have a float, it’s a variable

private float num

Now you look into your script in the inspector and you can’t see it

But how do you see a private variable

[SerializeField] float num

Like that ^^^
For now honestly, don’t worry about it and make them public

crimson vale
#

Okay

#

so.. why do i want this?

cosmic plank
#

Like your player ship, you don't want to have to search for the player ship everytime you want to do something with it, that takes A LOT of time.

night kernel
crimson vale
#

would i do it like this?

night kernel
#

Yes

cosmic plank
crimson vale
#

i thought it defaults to private

cosmic plank
#

i've always specified private just because it looks more consistent but thats just a style thing

night kernel
#

Yeah

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I’m already not used to writing private lol

crimson vale
#

okay

#

so

#

I am curious about something

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how do i make something more easily referencable

cosmic plank
eternal marlin
night kernel
#

You can drag stuff into the inspector fields

public GameObject obj; //Use the serialise thing if you want

And that will make a field in the inspector, and you will be able to drag any object in there

#

So then

eternal marlin
#

even then use properties with private set

crimson vale
cosmic plank
night kernel
#

You can do

public GameObject obj;

void Start()
{
Destroy(obj); //the object that you dragged in
}

eternal marlin
#

performance and garbage collection wise

cosmic plank
night kernel
crimson vale
#

you are speaking over eachother again

crimson vale
#

I dont know who to follow

cosmic plank
night kernel
#

Why though

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Well I’m alone

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Of course when with a team that’s different

eternal marlin
#

even still

cosmic plank
night kernel
#

Eh idk

#

It doesn’t do anything bad to me

night kernel
night kernel
eternal marlin
night kernel
#

I just watched it and still don’t really see much negative effects

cosmic plank
night kernel
cosmic plank
#

you're essentially relying on your own ability to memorize how your own code works

night kernel
#

The naming makes it easy to understand

cosmic plank
#

in javascript i believe theres a term for it

night kernel
#

I won’t change ā€œplayerBodyā€ because I know that it specifically belongs to that

eternal marlin
crimson vale
#

hey so my gameobject has a whitespace in its name

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that apparently isnt good

eternal marlin
cosmic plank
eternal marlin
#

thats just ur decleration

cosmic plank
#

you cant declare a serialized field during runtime

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that would be strange lol

night kernel
#

Also 2 names?

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Don’t give them spaces

eternal marlin
#

you should really be doing this

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try not to waste others times

night kernel
#

Those robots bring memories

#

Learning from default unity tuts lol

crimson vale
#

I mean, you guys were making sense

eternal marlin
#

yes but it's better to follow a structured course

cosmic plank
#

specifically official ones that teach good practice

night kernel
#

@eternal marlin @cosmic plank Btw how long have you guys been learning for, you are very smart lol

cosmic plank
#

I dont know where you learned to use GameObject.Find() in Update() but it certainly wasn't from me or your father!

cosmic plank
night kernel
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Oh damn

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Nice nice

cosmic plank
#

I'm still not very good at it though

crimson vale
#

I do it with pretty much anything

eternal marlin
cosmic plank
night kernel
cosmic plank
#

Though i did it with only documentation.. so that's an achievement I guess

night kernel
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Nice thanks for answering

cosmic plank
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especially because unity docs are ASS

eternal marlin
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i worked mostly on mods in C++ source sdk

night kernel
cosmic plank
#

:3

night kernel
#

lol

eternal marlin
#

hate typing private all the time

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lol

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fuck that

night kernel
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Yeah

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Fr

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It looks cleaner sometimes though

cosmic plank
crimson vale
#

Honestly this is my first major roadblock

night kernel
#

It would be cool if VS put private automatically

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I guess

eternal marlin
crimson vale
#

So far I managed to do this, and only needed to look up two lines

cosmic plank
#

oh my lord

night kernel
#

Not a good way to do movement or rotation

crimson vale
#

ow?

cosmic plank
crimson vale
#

it didnt take me long

cosmic plank
#

flashbacks...

crimson vale
#

That makes me reluctant to show my keypress system

night kernel
#

What the

crimson vale
#

lol

cosmic plank
eternal marlin
cosmic plank
eternal marlin
#

did you not ever use switch statements also ?

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lol

crimson vale
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yeah that stuff i do not understand yet

cosmic plank
cosmic plank
crimson vale
#

Not that I want to atm

eternal marlin
cosmic plank
#

he doesn't even use enums...

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theres so so much more

eternal marlin
#

lol idk i thought u said u showed ur first code

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oh my

night kernel
#

Guys fix my code for me pls pls pls šŸ™šŸ™šŸ™

cosmic plank
cosmic plank
crimson vale
#

I am pretty happy with the rotation. but something is wrong with it?

night kernel
cosmic plank
crimson vale
#

i mean

#

it works?

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pretty well at that

night kernel
cosmic plank
crimson vale
#

if its greater than/less than the target rotation it rotates towards it by 5

cosmic plank
crimson vale
#

weird

cosmic plank
crimson vale
#

I was always taught to avoid nested statements

cosmic plank
crimson vale
#

if else statements are what I mainly use for that kind of logic

cosmic plank
#

else statements are kind of awful imo

crimson vale
#

and that WHOLE script uses if else statements

cosmic plank
#

post your code to hatebin or something

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i wanna look at it

crimson vale
#

cant I just post it here

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as a .txt

cosmic plank
#

its in a thread so it probably wont be seen but still

crimson vale
#

ah, then I will remove it

crimson vale
#

yeah I am looking through it again.

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hatebin, huh?

crimson vale
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I pasted the code to it but thats about it

cosmic plank
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i'll look at it and give you some suggestions

crimson vale
#

there is no link?

cosmic plank
crimson vale
#

what

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how

eternal marlin
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hit save

cosmic plank
crimson vale
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its very well saved

eternal marlin
crimson vale
#

?!!

eternal marlin
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cause code still gray

cosmic plank
#

press the floppy disk

crimson vale
cosmic plank
crimson vale
#

I did

eternal marlin
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try again

crimson vale
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the floppy is greyed out after I click it but the URL does not change

eternal marlin
crimson vale
#

good lord.

eternal marlin
#

do you have any weird blocking extensions like javascript blockers

crimson vale
#

I turned off ublock origin

cosmic plank
#

try this

crimson vale
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same result

eternal marlin
#

see its browser thing

crimson vale
eternal marlin
#

or that

crimson vale
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now run

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theres so many of them

cosmic plank
eternal marlin
#

look into Input.GetAxis("Horizontal")

cosmic plank
#

there's a loose rb down here for some reason

crimson vale
#

It appeared to not work unless it was there

cosmic plank
crimson vale
#

i gave up on figuring out why

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lol

cosmic plank
#

variables use camelCase

crimson vale
#

methods remind me of functions

cosmic plank
crimson vale
#

!!!

cosmic plank
#

different names of the same thing

crimson vale
#

that makes a LOT more sense

eternal marlin
#

PascalCase

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camelCase

cosmic plank
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sorry for disrespecting the dude Pascal

eternal marlin
#

remember camel humps

#

o_OO_

crimson vale
#

thats funny

eternal marlin
#

Pascal was the homie

cosmic plank
#
public int barFoo = 10;

void FooBar()
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naming example ^

eternal marlin
#

yes , proprieties still Pascal

cosmic plank
#

there are a lot of naming rules and they will vary wildly depending on who you're working with (including yourself)

crimson vale
#

is the naming system simply for easier reference and distinguishing between names?

eternal marlin
#

it's just coding convention

cosmic plank
eternal marlin
# crimson vale is the naming system simply for easier reference and distinguishing between name...

Coding conventions are a set of guidelines for a specific programming language that recommend programming style, practices, and methods for each aspect of a program written in that language. These conventions usually cover file organization, indentation, comments, declarations, statements, white space, naming conventions, programming practices, ...

crimson vale
#

Interesting

cosmic plank
#

It mattered a lot more back when code editors didn't use syntax highlighting however it is still the standard

#

also it just looks nicer

eternal marlin
#

yes like some people still use _privateVariable

cosmic plank
#

(you shouldn't use _ to prefix variables anymore)

eternal marlin
#

_ is common prefix for private member vars

#

I'm not saying I do it lol

cosmic plank
#

there's also a lot of spacing issues

crimson vale
#

hey so why does lookat have a declaration? I figured it would be a method

cosmic plank
#

LookAt is a method group

crimson vale
#

oh

cosmic plank
#

I believe an extension of Vector3 and Vector2

crimson vale
#

so transform.lookat? or something?

eternal marlin
#

transform

eternal marlin
crimson vale
#

funny thing

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Looking at it, and confusing myself

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wait

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i think i just got it

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WOW

cosmic plank
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that just tells you its accessibility, if its static/readonly/etc, and its parameters and return type

crimson vale
#

right

eternal marlin
#

its telling you its a method inside transform class

crimson vale
#

transform.lookat();

#

that would be the correct way to call it, correct?

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and then the perameters

eternal marlin
cosmic plank
#

I cant remember if it's Transform or transform

eternal marlin
#

lowercase for the instance

crimson vale
#

Autocomplete made it transform

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though i remember seeing an uppercase instance

cosmic plank
eternal marlin
#

public Transform myOtherObject

#

myOtherObject.LookAt(etc..

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lowercase is the component every gameobject has

cosmic plank
#

oh ok so it's an extension

eternal marlin
#

its an instance of the class

cosmic plank
eternal marlin
#

ohh its just a method ?

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for Transform

cosmic plank
#

I was asking you if it was a method on Transform or if it was an extension method

crimson vale
#

hey so vector3.up would be Y axis, right?

eternal marlin
crimson vale
#

so 0,1,0,

cosmic plank
#

the difference being

Transform.LookAt()

and

Transform myTransform;
myTransform.LookAt()
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which one is it?

crimson vale
#

neither?

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it appears to be transform.Lookat()

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lowercase t

eternal marlin
#

right

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you don't use the class directly..

crimson vale
#

oh, also

eternal marlin
#

but its instance

crimson vale
#

Am i missing something? It returns an error

eternal marlin
#

ur probably not passing a vector3 or transform

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playership must be either of those type or grab its transform with PlayerShip.transform

crimson vale
#

oh

eternal marlin
#

right or just keep it as a transform

crimson vale
#

yeah that makes sense

eternal marlin
#

Transform PlayerShip

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you can still access gameobject from most types anyway..

crimson vale
#

PlayerShip.transform doesnt do it, doesnt it?

eternal marlin
crimson vale
#

OH!

eternal marlin
#

im just saying you can just have it a transform type

crimson vale
#

I just figured out what you meant

eternal marlin
#

gameobject type is usually not useful anyway

crimson vale
#

you can load in different instances from different objects by calling them like that

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and reference them when needed

eternal marlin
#

like i said you can make it closer to the type you'd need it to be

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if you made a script called Player and you did cs public Player yourPlayer

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you can then drag the object with script Player

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but you can still do yourPlayer.gameObject

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or yourPlayer.transform

crimson vale
#

Oh

eternal marlin
#

while being a Player type

crimson vale
#

i see

eternal marlin
#

if it's monobehavior of course

crimson vale
#

weird

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it didnt actually reference the object without me using the inspector to select it manually

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it works now, and follows the player

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now to make the character a source of light

cosmic plank
crimson vale
#

uh

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what

cosmic plank
crimson vale
#

oh

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so If i wanted a 3D grid

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as a backdrop

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would I just have to copypaste a bunch of privative shapes?

night kernel
#

No

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No

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Please no

crimson vale
#

a 2D grid made by rectangle prisms

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okay something tells me theres an easier way

night kernel
eternal marlin
#

you can use a 3D grid

night kernel
#

That’s a way better way yes

#

Still wouldn’t recommend a ton of objects

eternal marlin
#

unless you do ecs/dots

cosmic plank
night kernel
#

Dots šŸ’€

crimson vale
#

I am intrigued

cosmic plank
eternal marlin
#

ECS is hawt

crimson vale
#

okay

night kernel
#

WHY SI THERE SO MUCH ANTS GODDAMN

#

Sorry

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They make me angry

crimson vale
#

This is what I am trying to recreate

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this is what I am at

night kernel
#

A background grid?

cosmic plank
#

thats probably just a pre-made png or a shader

crimson vale
#

its a pre-made png

#

I would know because i made that

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lol

night kernel
#

Nice lol

cosmic plank
#

oh well images aren't very hard to put in

crimson vale
#

all of that is spritework

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I am trying to recreate it somewhat but with a voxelated asthetic

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(its a twin-stick)

cosmic plank
#

i dont think voxelizing 2D pixel art is very difficult but it is technical

crimson vale
#

Lmao I already did it once

#

the player ship in the unity screenshot

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though it IS flat

cosmic plank
#

well it would have to be if you're doing a true voxelation

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otherwise it's something seperate

eternal marlin
#

I think they are using a program like magicavoxel

cosmic plank
#

magica coxel šŸ’€

crimson vale
#

actually I just used a CAD program, recreated the sprite, then extruded it

eternal marlin
#

lol

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yu just like doing stuff complicated huh

cosmic plank
#

its more complicated but it is faster

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than tracing

crimson vale
#

eh. I'm certified in it

#

so it's really easy to me

eternal marlin
cosmic plank
#

using blender is better for something like that because its fast

crimson vale
#

besides I find it more fun. Makes me feel like I have a closer attachment to what I am making

eternal marlin
crimson vale
#

though its complete malarkey in a practical sense.

eternal marlin
#

if you plan a lot of bullet spawns consider learning Pooling

#

otherwise performance will suffer in those type of bullet hells

crimson vale
#

oh boy

#

is it considered self promotion if i try to show you guys JUST what this game actually is

eternal marlin
#

but thats later

crimson vale
#

I could show you the steam link, which has a gameplay video on its store page

cosmic plank
#

but null is right, pooling would be better

#

bullet hells are also hell for the GC

eternal marlin
#

lol indeed

#

sometimes particles with colliders will also do the job, depending on usecase

crimson vale
#

This game literally has enemies spawning everywhere, rapidly

#

Each with a behavior unique to their type

cosmic plank
#

ok well maybe ECS would be the better use, however ECS sucks ass in unity

crimson vale
#

rapidly as in the screen is full within seconds

eternal marlin
#

ehh start with Pooling

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then work ur way to dots

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maybe throw some coroutines to mess with like some async stuff

cosmic plank
#

coroutines do not go into other threads

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afaik

crimson vale
#

is it possible for light to hit an object but still pass through it

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as if the object is the source of light itself

cosmic plank
#

uhh

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it would depend on the material i think

crimson vale
#

I want the ship to illuminate the area around it while also being illuminant itself

cosmic plank
#

oh then you want it to be emissive

crimson vale
#

the material?

cosmic plank
crimson vale
#

oh, okay!

cosmic plank
#

and you can choose its color and intensity

crimson vale
#

that color can be cycled through like the ship's material color, right?

cosmic plank
#

umm

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well the emission color is an HDR color so idk

#

are you doing it through animation?

crimson vale
#

nope

eternal marlin
#

you can also throw a light above it

crimson vale
#

direct editing of the material through visual script since thats what i used while starting the project

crimson vale
eternal marlin
crimson vale
#

the ship itself was illuminated

#

along with the primitive plane I have under it

eternal marlin
#

oh ok and add emissive to complete the look

crimson vale
#

StarblastAnim this is basically what the ship does

#

you guys cant see it in a screencap obviously

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but thats what it looks like

cosmic plank
crimson vale
#

I wanted to add the light to give it a glow effect

#

neat

cosmic plank
#

so you use emission on the material, and then add bloom as a PPFX

eternal marlin
#

yes u need pp to work

cosmic plank
#

but sometimes it feels like that in this industry yknow šŸ™„

crimson vale
#

hey so I am not sure I am getting something

cosmic plank
crimson vale
#

I want to reference the light component

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so that I can change it's color through script

eternal marlin
#

this one of those cases where_ is good

cosmic plank
crimson vale
#

oh

eternal marlin
#

cause it will give u a green sqiggle

crimson vale
#

so I want to use Light instead of Component?

eternal marlin
cosmic plank
crimson vale
#

Wow that was kinda stupid

cosmic plank
#

well everything you put on a gameobject is a monobehavior

#

so you almost always want to use the name OF the monobehavior

crimson vale
#

okay

#

so basically a component is just a prebaked script

#

that sets something up

cosmic plank
#

not really

crimson vale
#

oh

cosmic plank
#

well technically all of the code is pre-baked

#

that's what compiling is lol

eternal marlin
#

unity is Component based

cosmic plank
#

A component in general terms is something that extends an entity that adds behavior and data

eternal marlin
#

Rigidbody is a component

#

etc.

cosmic plank
#

In ECS, components only have data, no logic which makes it a lot more complicated to think about IMO

eternal marlin
#

the unity ones are just scripts, so yeah components made by unity

crimson vale
#

i see

#

okay

#

I am looking at the light documentation

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I dont see anything about modifying RGB channels individually

eternal marlin
#

you have the make a new Color

#

and plug it in

crimson vale
#

oh

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thats right

#

so

cosmic plank
crimson vale
#

light.color = newcolor(RGB)?

cosmic plank
#

it'll be a lot easier than keying in your own animations in a script

eternal marlin
#

Color32 myCoolColor = new (123f/255f, 29f/255f, 45f/255f);

crimson vale
#

and its on a scale of 0 to 1 right

#

instead of 0 - 255

cosmic plank
#

i think it is 0-255

crimson vale
#

was already looking at it

eternal marlin
#

color32 is for what i sent

crimson vale
#

so color32 is what i want

#

that WOULD save me some unnecessary math, right?

eternal marlin
#

color32 yes

crimson vale
#

ok

#

brb let me try to apply that

#

Pulled it off

crimson vale
#

there was apparently some sort of conversion error

eternal marlin
#

idk why second guessed

#

it has input for RGB

#

iirc it converts it or something

crimson vale
#

I managed to get this script finished pretty fast, too

#

but I think I am beginning to grasp the object concepts better

#

So this code works but what can be improved?

crimson vale
eternal marlin
crimson vale
#

would int do the job?

#

wait

#

no

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is byte a datatype that I havent heard of?

eternal marlin
#

new Color32(77, 77, 122, 255);

crimson vale
#

does it convert ints into bytes?

eternal marlin
crimson vale
#

yeah, i get that

eternal marlin
#

its a struct in c#

crimson vale
#

oh

eternal marlin
crimson vale
#

thats probably why I havent heard of it yet

#

havent looked into that yet

eternal marlin
#

lol

crimson vale
#

I mean

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i understand the byte

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i just didnt know if it was a datatype on the same level as floats and ints

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like
private byte varName = 0;
or something

eternal marlin
#

right

cosmic plank
#

i was in a computer class for a little before i dropped out and i never really did learn what a signed vs unsigned number is

eternal marlin
#

if you write to textures you do stuff like that

crimson vale
#

I was never taught what unsigned and signed numbers are

cosmic plank
#

i think its when the first bit means if the number is positive or negative right?

crimson vale
#

so I STILL dont know

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oh, so -/+

cosmic plank
#

yeah i think thats what that means

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but i didn't pay attention

crimson vale
#

is there any way to improve on that code?

cosmic plank
#

which code?

#

the code u sent earlier?

crimson vale
eternal marlin
crimson vale
#

well, yeah

#

but whats the best way to improve now

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aside from doing those tutorials

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i HATE tutorials

eternal marlin
#

what u needing to improve exactly ?

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if it works just keep going

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no reason to refactor until necessary

crimson vale
#

Well, I still to some degree lack the object oriented nature of c#, but thats something I want to pick up on as I go on

#

Tutorials just dont work for me

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and i know thats my own fault

eternal marlin
#

idk u learn how u learn, just find the things u encounter or hear here and watch different mediums

crimson vale
#

oh

#

so i noticed some desync between the ship color and the light color

#

though they SHOULD be identical

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here's the funny part

#

I used visual scripting for changing the material

cosmic plank
crimson vale
#

I’m calling it a night.

#

I’m tired

#

Cya

eternal marlin
cosmic plank
eternal marlin
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true

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as long its not cool = cool +1;

cosmic plank
#

haha yeah that would be bad

crimson vale
cosmic plank
crimson vale
#

It’s been a while since I’ve coded so I dropped that. I remember that it exists now though.

eternal marlin
crimson vale
#

Anyways so as of now you can move the ship freely. It tilts to the left or right depending on which way it has to rotate. And it glows. Also the camera works

cosmic plank
crimson vale
#

I want to learn how to make it fire bullets

night kernel
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But you’d use Instantiate() and AddForce() mostly

cosmic plank
#

in that sense i mean

eternal marlin
#

nothing wrong with it if done correct

cosmic plank
#

seems a little overkill for something that can be done by just moving Forward * Time.deltaTime * Speed

eternal marlin
#

physics = fun bouncy bounce

night kernel
#

Raycasts: Eh, not cool for bullets
Rigidbody: Can be expensive, but cool šŸ˜Ž
Transform: Cheap, but not as cool as physics

eternal marlin
#

depends more on the weapon type

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hitscan weapons , raycast is better

night kernel
#

Well yeah

eternal marlin
#

rigidbody have a hard time registering almost instant collisions

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not accurate

night kernel
#

Yep, and also when you get too close to a wall it can get weird

eternal marlin
#

when fast at least

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raycast has it's annoyances like manually adding bullet drops or a bullet tracer that isn't instant

crimson vale
#

Oh well in actual game the bullets are intangible and disappear at the first thing they hit

#

Maybe a small spherical collider?

cosmic plank
#

spherical colliders are slower than squares i think

crimson vale
#

Really?

night kernel
#

What do you think is hardest to program from scratch

-Simple physics calculations
-Collision detections
-Rotations

cosmic plank
#

intuitively that would make sense

night kernel
cosmic plank
#

therefore it would be slower, which is a bad thing in a bullet hell

night kernel
#

You can extend a box in any way

cosmic plank
#

wait

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i'm wrong

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spheres are EASIER because they only have to calculate the distance

night kernel
#

Sphere is just a center and radius

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Yep

cosmic plank
#

but a sphere-shaped mesh collider would probably be terrible

night kernel
#

Oh course lol

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It’s Friday tomorrow, I’ll finally be able to work on my game again

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(I can only work on weekends and Friday)

eternal marlin
#

all the primitives are fine

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they are primitives for a reason lol

night kernel
#

Yes

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Capsule colliders are interesting

eternal marlin
#

mesh colliders are def expensive indeed tho

night kernel
#

A sphere collider but you can stretch it

eternal marlin
night kernel
night kernel
eternal marlin
#

youll get prob a slight boost

#

it should auto detect the shape if its squared

night kernel
#

What if colliders irl where like primitive shapes šŸ¤”

eternal marlin
#

or use convex

night kernel
#

That helps? (For those type of shapes)

#

But honestly I’ll just switch to Box

eternal marlin
night kernel
#

Yes that’s what I do

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Also

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One problem with them, Pipe shapes

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They sadly cover up the opening

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šŸ˜”

eternal marlin
#

yeah it's a pain with that

night kernel
#

Yep

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And my game is completely a physics game

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So I guess pipes won’t be able to be rigidbodies

cosmic plank
eternal marlin
night kernel
#

Oh yeah so how much vertices does a human body have

cosmic plank
night kernel
#

Nah I think more

cosmic plank
#

depends how many vertices you eat :Clueless:

#

oh rip nitro

night kernel
#

Lmao

night kernel
cosmic plank
#

irl everybody has a mutable mesh

night kernel
#

Yep

cosmic plank
#

so you can only estimate how many verts someone's mesh has

night kernel
#

Yeah yeah

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We are also equipped with procedural animations

cosmic plank
#

true

#

physics based too

night kernel
#

Yeah

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Very cool

cosmic plank
#

very expensive computer running us

night kernel
#

Veryyyy

cosmic plank
#

at least got like a 1660 super or something

#

maybe 2 gigs of ram

night kernel
#

Yeah but star materials are too emissive

cosmic plank
#

i pity the artist who had to make the LODS on all the planets and stars we haven't been to yet

night kernel
#

Yeah

cosmic plank
#

they could've just made a white dot billboarded sprite for most of them šŸ¤¦ā€ā™€ļø

night kernel
#

Also is there a lot of GetComponent calls when doing certain things? Like hitting a rigidbody to add force to it

night kernel
#

Oh yeah probably

cosmic plank
#

also i bet they batch up the colliders

night kernel
#

Also APPARENTLY there’s no limit to lights, I assume we are Forward rendering?

cosmic plank
#

well technically the lights are culled whenever someone doesn't see them

night kernel
#

But I mean, there is raytracing

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So can they be culled?

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The rays bounce everywhere

cosmic plank
night kernel
#

Oh wow

cosmic plank
#

if the end point of a ray is not perceived, it's not rendered

night kernel
#

Oh right!

cosmic plank
#

its very efficient, which is weird because most things are horribly inefficient

night kernel
#

Oh AND APPARENTLY there’s no limit to how much Audio sources can be played at once 🤨

night kernel
#

And cells are prefabs, they get Instantiateded at each other’s position

cosmic plank
#

and the audio is just air waves very quickly

night kernel
#

Wait wait wait

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There can by only one Audio listener

cosmic plank
#

Right, there is one audio listener for every player

#

only the player can hear their own audio listener

night kernel
#

Oh

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Interesting…

cosmic plank
#

It gets disabled dynamically so only the player's own listener is enabled at a time

night kernel
#

That’s a pretty smart system

cosmic plank
night kernel
#

And is render distance… Math.Infinity ? šŸ¤”

cosmic plank
#

technically it's not infinite

night kernel
cosmic plank
#

but the distance becomes bigger every second

#

eventually it will stop

night kernel
#

Oh yeah

cosmic plank
#

It's expanding at 73km per megaparsec

night kernel
#

And it’s so long it probably ends somewhere in space where you can’t see that far

cosmic plank
#

(or once every 3.26 million years)

night kernel
#

Oh yeah

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But like

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Why 2 eyes

#

Unnecessary additional rendering

cosmic plank
night kernel
#

Oh yeah true

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Forgot about that

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Also whoever made our way of machine learning is very bad, humans just get dumber each time šŸ¤”

cosmic plank
#

man that is a SCARY name for a wikipedia article

night kernel
#

Lmao

#

Oh my god what’s this conversation though

cosmic plank
night kernel
#

Yeah lol

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Funni

cosmic plank
#
#

its basically how this channel talks

#

i regret choosing human but i at least got lucky and joined the NA server

night kernel
#

Human bad šŸ˜”

cosmic plank
#

bro what the trailer came out like 5 hours ago šŸ’€

night kernel
#

Yeah im still confused lmao

#

Mario bros movie or something

cosmic plank
night kernel
#

Idk everyone’s saying something like that

cosmic plank
#

yea the mario bros movie trailer came out today

night kernel
#

Yeah

cosmic plank
#

i watched the trailer, it was meh, but chris pratt should not be mario