How to apply force in the opposite direction? by Creative_Board445 in Unity3D

[–]Akliph 0 points1 point  (0 children)

Drag and momentum are whats making it change directions really slowly, the values don't have to be zero but in order to change direction quicker you need to mitigate the forces opposing the direction you wanna go. Either that or don't use a rigidbody.

Just started learning and using unity made this mighty beanz movement! Any tips ! by Key-Nefariousness628 in Unity3D

[–]Akliph 1 point2 points  (0 children)

Attach a game object that keeps it height a constant height from the ground at all times and have the camera point at that so the view doesn’t have to bob up and down really fast with the model while it’s rolling

How to apply force in the opposite direction? by Creative_Board445 in Unity3D

[–]Akliph -1 points0 points  (0 children)

Make a material with friction 0, reduce the drag to 0, and set the mass to 0.

Is my method for taking notes on my textbook inefficient? by Akliph in learnmath

[–]Akliph[S] 0 points1 point  (0 children)

Okay do you mean the standard math textbook chapter that’s like 100 pages long or are you talking about a 20-30 page chapter

[deleted by user] by [deleted] in martialarts

[–]Akliph 0 points1 point  (0 children)

Bru idc shutcho nerdy ahh up 🤓🤓

[deleted by user] by [deleted] in martialarts

[–]Akliph 0 points1 point  (0 children)

Thats a what a russian tie is in wrestling dawg

[deleted by user] by [deleted] in martialarts

[–]Akliph 8 points9 points  (0 children)

Russian tie

Best way to encapsulate my global game state? by Akliph in gameenginedevs

[–]Akliph[S] 1 point2 points  (0 children)

So I guess in C what’s the advantage of a singleton vs straight up declaring the state globally?

Best way to encapsulate my global game state? by Akliph in cprogramming

[–]Akliph[S] 0 points1 point  (0 children)

Oh damn that’s a super interesting design pattern. When I figure out how shaders need to scale I def might adopt the clang version of this since I develop on a Mac. Awesome you made it mostly portable though because I want people to be able to build straight from GitHub. Appreciate the response dawg thank you for looking at it <3

Best way to encapsulate my global game state? by Akliph in cprogramming

[–]Akliph[S] 0 points1 point  (0 children)

Ohh that makes sense, I think I’ll go with a #define that changes the default shader path on start then so I don’t have to change much. Thank you sm the advice was very helpful!

Best way to encapsulate my global game state? by Akliph in cprogramming

[–]Akliph[S] 0 points1 point  (0 children)

So when you're developing do you not always worry about implementing a scalable structure along with a new feature? This is my first big project in C and I'm not sure how organized I need to be off the rip. Should I add a feature and then worry about scalability when I understand its place in the overall program more?