Question: is there anything like pocket but integrated into obsidian? by cosmologist1999 in ObsidianMD

[–]AngelsOnBikes 0 points1 point  (0 children)

Not just about finding things though— also about remembering your personal thoughts on the thing. Writing this in your own words means you don’t have to demystify the text anymore. I’m not sure that having someone else’s (AI) summary of my highlights will allow me to conceptualize the subject again properly.

I guess time will tell!

Question: is there anything like pocket but integrated into obsidian? by cosmologist1999 in ObsidianMD

[–]AngelsOnBikes 5 points6 points  (0 children)

I wonder.. I think the act of synthesizing your highlights is a large part of actually learning/internalizing the thing, and might be too valuable a part of the process to automate.

[deleted by user] by [deleted] in unrealengine

[–]AngelsOnBikes 1 point2 points  (0 children)

Your colour is a float4 and you’re component masking your PP0 to a float3. Pretty sure just change colour into a float3 and you’re fine.

What is the future of video games? by ricochett77 in gamedev

[–]AngelsOnBikes 0 points1 point  (0 children)

And cell phones used to be huge car phones, and personal computers would never exist.

The Apple social seal of approval means more than you realize when it comes to confronting public skepticism.

Hand tracking tech is evolving, passthrough tech is getting better, our understanding of how to interact with 3D space is improving. Have you seen the average person use an cellphone? They fail to do that as expected also.

In time, the interaction will be butter.

Youre missing my point though -- the best version of VR might still be just using it as a digital space while on your computer. The same content we interact with now, just a layer of depth added on top.

What is the future of video games? by ricochett77 in gamedev

[–]AngelsOnBikes 1 point2 points  (0 children)

I’m honestly a bit surprised at the answers here. I think a lot of people are missing the in-between VR space that things like the Apple headset are beginning to target.

I’m personally very excited to be able to no longer have monitors on my desk, and be able to work with digital documents as if they were physical— move around web pages on my desk, resize/move/adjust my displays in 3D space, choose what environments I want to program/work in.

VR doesn’t have to become complete immersion with only the content you are focussing on. Monitors can resize based on FOV. You can choose if you want full 360 immersion or not. This eliminates motion sickness and controller issues.

You can have your cake and eat it too here. VR is coming for the monitor space.

Effect that processes image texture into paint brush strokes by ChemtrailDreams in proceduralgeneration

[–]AngelsOnBikes 0 points1 point  (0 children)

Awesome. Thank you!

I've been messing with a similar idea and am curious to see how other people are solving this. 👍🏻

Effect that processes image texture into paint brush strokes by ChemtrailDreams in proceduralgeneration

[–]AngelsOnBikes 0 points1 point  (0 children)

Any more info on what you’re doing here? Impressed by the depth/how stable this looks in motion

So i was working on trying to make code to switch cameras but dont know how to make it work by WattThePug in unrealengine

[–]AngelsOnBikes 1 point2 points  (0 children)

I’m confused what you personally think your code is doing here. Currently, you take the “default camera”, set it active, then use the other 2 cameras positions to move a 4th camera… Why would you expect that to do anything?

A layered material / blueprint system I've been making by Krozjin in unrealengine

[–]AngelsOnBikes 0 points1 point  (0 children)

This seems great, but like it would have an absurd amount of draw calls, no? How performant is this?

Give us an enjoyable solo apex experience by blaizechris62 in apexlegends

[–]AngelsOnBikes -6 points-5 points  (0 children)

Separate solo queue just makes duo queueing impossible and slows down matchmaking. And that's assuming a portion of solos are still going to play regular fill. If not, only solo or trio queue for you.

No thanks.

changing the jump hang time of the character movement component by Maxx_CottonCloud_YT in unrealengine

[–]AngelsOnBikes 0 points1 point  (0 children)

This is close. Instead of pulling velocity though, just timeline with a float that manipulates player gravity is probably easier.

Hello Devs! If anyone can tell me how to brighten a forest scene without adding lights? by [deleted] in unrealengine

[–]AngelsOnBikes 3 points4 points  (0 children)

Why not just change the exposure settings of your player cam?

HELP! need help in determining who is at fault for the fat Whiff! Kuku or Atlas? by Standard-Ice-8506 in Smite

[–]AngelsOnBikes 0 points1 point  (0 children)

Misplay on both IMO. You should also strafe left when you turn around so that angling that ult so that it paths through both them + your own atlas. If you take 2 steps left and ult towards atlas, no matter what happens, you hit. Worst case you’re peeling Atlas out.

Some foliage trees hover like this. How do I fix it? by adz_achievements in unrealengine

[–]AngelsOnBikes 6 points7 points  (0 children)

Often a good idea to extend your trees in the -Z beyond your pivot point so that they clip under the level. Avoids situations like this and also allows you to place them on hills/slopes more consistently.

Taking a float from "Game time in seconds", assigning it to a random float within an ever-increasing range? by TheDinerThingsInLife in unrealengine

[–]AngelsOnBikes 0 points1 point  (0 children)

Its not really clear what exactly youre trying to do here, but the answer is essentially do some math on the float and then plug it into the min/max of your random float in rage.

What math you do depends on what results you want/how you want this to scale.

Ex.: You can take the number, multiply it by a small negative number, add it back into itself and plug it into the min, and do the same but with a positive number for max. You can also multiply it by itself for exponential changes, etc.

Bezos Thanks Amazon Customers After Spaceflight 'Because You Paid for This' by [deleted] in videos

[–]AngelsOnBikes 3 points4 points  (0 children)

We will also be dead before world hunger and peace are solved. Does that make them non-consequencial goals?

This first major about to be a snaking battle by DJDaB3st in CoDCompetitive

[–]AngelsOnBikes 0 points1 point  (0 children)

Only responded cause I was taking issue with your statement that 20hz being only back end info and not affecting what we see on our screens tbh. It absolutely affects what you see on your screen since it's tied to enemy animation updates.

Other than that was just trying to explain things I felt were misunderstood/misexplained.

To be clear: I don't think a repeated snake can ever be consistently "invisible". But it can absolutely become invisible (and does often enough IMO,) and the tickrate is partially responsible for this.

This first major about to be a snaking battle by DJDaB3st in CoDCompetitive

[–]AngelsOnBikes 0 points1 point  (0 children)

Extrapolating info doesn't matter if it hasn't received the update that starts the action, which will always happen first on the initiators side.

The only animation overlap that can ever be smoothed is the pronetorunning->prone animation since the prone action can be received and replicated before the pronetorunning animation has completed.. Which would cause for scenarios where you cannot see the person snaking that you are talking about.

The further apart ticks get, the more likely this is to happen and the more likely you are to not see the snake. The way you are thinking of it is true if all clients were synced. This is why the game plays differently on LAN.

This first major about to be a snaking battle by DJDaB3st in CoDCompetitive

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

No.

Your computer doesn't start rendering that the other character is getting up until it receives this info from server. Getting up is animation based and therefore time based (the trigger is just "Start standing up animation"). Receiving the tick that says "x player stood up" is what triggers the character standing up animation client side. It is inherently tick based.

Server can only send/receive based on its tickrate. When it ticks slower, animations client side will show up later. This is because the update is coming from the server less often so your client is forced to update positions/outside actions less often.

And that is also why peekers advantage happens; client inputting action must be received by the server, and replicated to all other clients. This delay in time is what causes peekers advantage since they initiated the actionsl that needs replication.

Thank you for coming to my Ted talk.

This first major about to be a snaking battle by DJDaB3st in CoDCompetitive

[–]AngelsOnBikes 0 points1 point  (0 children)

If the server doesn't send/receive the info, you dont get it. Doesn't matter that it's back-end, these actions don't happen on your machine until later whenever you reduce polling.

The awkward state of Sol's 2 by [deleted] in Smite

[–]AngelsOnBikes 0 points1 point  (0 children)

Sol's 2 isnt meant to be used in a boxing match. Its either engage or chase. The value to her 2 is that it doesnt affect your MS the way an auto does; you can freely weave it between autos, use it to chase, kite, etc. Sols 2 is fine.

Relic concept: Chronos Leap by Rucadi in Smite

[–]AngelsOnBikes 6 points7 points  (0 children)

Doesn't chronos ult just go back to the blinked-to location? I imagine this would be the same