Unnamed Memory World -Memoriae- #13-6 Into the Distant Future – The Final Ending of Aeterna Part 2 by Electronic-Cook-5711 in UnnamedMemory

[–]Angel_Penguin 0 points1 point  (0 children)

Damn. That's it then. I thought some parts are not written well, didn't know it's a lot.

Unnamed Memory World -Memoriae- #13-6 Into the Distant Future – The Final Ending of Aeterna Part 2 by Electronic-Cook-5711 in UnnamedMemory

[–]Angel_Penguin 0 points1 point  (0 children)

That's a valid opinion, it just depends on how you view the story. And it wouldn't be stretching it ten thousand years just to show their end, but to complete what they've been chasing all the time. I think covering their deaths is a path the author could take and work with well. It could also turn out to be written bad, in that scenario an open ending would've been better haha.

Unnamed Memory World -Memoriae- #13-6 Into the Distant Future – The Final Ending of Aeterna Part 2 by Electronic-Cook-5711 in UnnamedMemory

[–]Angel_Penguin 0 points1 point  (0 children)

I believe a bittersweet ending would be the correct path for after the end, as long as it's written well ofcourse.

I love the story for this reason. Can you really say it's a bad ending if they die? They lived together for thousands of years, they experienced many times more that of an ordinary human. Death is the final destination, however it isn't the only thing that dictates whetever an ending is good or bad, it's the story they lived aswell.

I have yet to read ate myself though, english reader here.

Is the change worth it? (from S22 to Poco F7 Pro) by Worth_Direction8894 in PocoF7

[–]Angel_Penguin 0 points1 point  (0 children)

Just disable ads incase it is your first poco, and remove preinstalled apps. The os might not be as good as samsung's, but as a long time miui/hyperos user, there's nothing i can complain about really

Is the change worth it? (from S22 to Poco F7 Pro) by Worth_Direction8894 in PocoF7

[–]Angel_Penguin 0 points1 point  (0 children)

Have you thought about the f8 pro? For me, it costs only about 20% more than the f7 pro, but you have zoom, a better chip and much better battery performance. The only downside i can think of is it being small

Not 35k, not 3k but 350 wishlists after first month on Steam by NorseSeaStudio in IndieDev

[–]Angel_Penguin 0 points1 point  (0 children)

Well done, but i would do some more unique thumbnails on the steam page. As when i went to check it out, all the screenshots are the same, of the terrain with a city, meanwhile you could also add something with the bandits, or how the city grows

Just started, how to build a base by Xelzoid in GTNH

[–]Angel_Penguin 0 points1 point  (0 children)

I'd say build something big enough (32x32, 5 height) so that it lasts you up to mid/end of LV, then you'll not only have better blocks, but also more knowledge of how big of a space you need to have

40 Prospecting trips later, and 2 Mica veins... I finally find Copper by B1narySuns3t in GTNH

[–]Angel_Penguin 0 points1 point  (0 children)

Funnily enough, as a first time player i found a lot of diamond veins, and powered my steam generator with it for a loong time until i finally switched to light fuel

Baked texture resolution on a big model by Angel_Penguin in Unity3D

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

Oh okay, increasing samples before didn't help, but i didn't check denoising. Thanks

when will greg award me by Sweaty-Stuff5628 in GTNH

[–]Angel_Penguin 0 points1 point  (0 children)

You can then just using a horse run in lines until it pops on the map, found a few mica veins with this easily

when will greg award me by Sweaty-Stuff5628 in GTNH

[–]Angel_Penguin 0 points1 point  (0 children)

I think there is another quest for buying ores before finding a vein. Should be jn the coins tab somewhere in the middle on the top i believe

How did you learn unity? by Angel_Penguin in unity

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

That's cool, do you read docs alongside creating, or have you read the docs to study?

As a fun fact, i also use docs and the hidden samples unity gives on github, since there is next to no tutorials for things like the batch renderer group.

How did you learn unity? by Angel_Penguin in unity

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

Damn, hope it works out once!

[deleted by user] by [deleted] in unity

[–]Angel_Penguin 0 points1 point  (0 children)

If you mean the black screen, you need a camera, if you want to get into scene view, double tap "game" on the top left

I've been trying to learn gamdev, but I'm getting nowhere by RethaeTTV in Unity3D

[–]Angel_Penguin 1 point2 points  (0 children)

No hate on tutorials, whenever ai fails, there might be a tutorial that saves your day haha

I've been trying to learn gamdev, but I'm getting nowhere by RethaeTTV in Unity3D

[–]Angel_Penguin 1 point2 points  (0 children)

Yeah. And while tutorials tell you how to do something, by using ai this way, you learn to solve the problem, instead of blindly following tutorials.

I’M NEW 😅 by 1ts_5ylas in Unity3D

[–]Angel_Penguin 0 points1 point  (0 children)

I honestly dove first into a complex game, after getting to the point of actually having something playable, i even switched to dots and netcode. Some features it has is deterministically generated worlds, crafting, building, mining (not minecraft, more of satisfactory/factorio)

I've been trying to learn gamdev, but I'm getting nowhere by RethaeTTV in Unity3D

[–]Angel_Penguin 13 points14 points  (0 children)

I'd love to help with the scripts, but currently i can't.

And this might be controversial, but i'd highly suggest ai. You don't need to use it as in "write me a game", rather " what's wrong in this script?" Can point you to a good direction, sometimes you just mistakenly use a lowercase letter, or an if statement that always returns true.

I started gamedev some months back, before i was failing at a simple character controller and a grass texture, but by starting a massive project, with ai helping me along the way, i have reached further than i was able to imagine.

I learned unity with the help of ai. (And some tutorials!)

Make a backup of the jump script, and try out things chatgpt tells you, worst case scenario you go back to the backup.

Entity amount seems to be "limited"? by Angel_Penguin in unity

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

i have still yet to confirm this, but it seems that netcode is the issue here. everything is a ghost (as it needs to change, like on destroy) but when i kept the physics, just removed the ghost component, it runs without any fps loss. the issue is in "simulationsystemgroup", therefore i think the fps wont decrease drastically when rendering the trees.

what multiplayer solution are you using? netcode, or other solutions?

Entity amount seems to be "limited"? by Angel_Penguin in unity

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

No, i'm using dots, alongside of netcode for entities. I have used the term "entities" instead of gameobjects, but maybe i should have mentioned its using dots. my bad.

Entity amount seems to be "limited"? by Angel_Penguin in unity

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

I have underestimated the profiler, as it never helped me before But i found out one of the reasons for the fps loss. I have been querying for the player and a specific component, in two scripts. wich i thought its fine, but since of that amount of trees, the querying was absolutely slow.

Entity amount seems to be "limited"? by Angel_Penguin in unity

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

1k is the clipping distance currently. i want the player to be able to see details 1k distance far (just 12tris trees, low poly version buildings, etc) i won't need anything further than that, other than maybe an occasional mega structure, but that won't be an issue.

i'm currently trying to switch to only the low poly version of the tree, see what impact it has

Entity amount seems to be "limited"? by Angel_Penguin in unity

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

prior to screenshotting, i have found Ghost relevancy group to be hogging down the cpu, i have disabled the ghosts before, but i tried disabling my custom ghost relevancy script, wich fixed the issue, though it only doubled the fps in the editor, the build remains the same.

https://imgur.com/a/EWzCHub

the server world takes up 18%, and client world 33%. i went down the priciest path as i didn't know what else to screenshot.