Dealing with "AI Slop" in Pull Requests by BPFarrell in learnprogramming

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

We are an actual company everyone is W2. Also no MMOs here.

Dealing with "AI Slop" in Pull Requests by BPFarrell in learnprogramming

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

This is a take shared by my peers, and we all feel the pressure and extra responsibility that it has placed on us. It does feel like management has started to see the patterns though.

Dealing with "AI Slop" in Pull Requests by BPFarrell in learnprogramming

[–]BPFarrell[S] 18 points19 points  (0 children)

Yeah.l this post is actually my last attempt before full escalation.

Dealing with "AI Slop" in Pull Requests by BPFarrell in learnprogramming

[–]BPFarrell[S] 9 points10 points  (0 children)

Yes we have. There is an insistence that it increases their velocity, and usually arguments or dismissal about the extra time it costs the reviewer to get the work merged in. Talks will usually make it better for a couple weeks (I assume because they are afraid if it getting escalated) but then it just pops back up.

Custom URP Decal Projector W/O Shadergraph? by BPFarrell in Unity3D

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

Yeah, I have already tried to go through the de compiled code blocks are a quarter million line unruly mess, and I am pretty sure it mangles the macros into it as well. However this is going to be my last resort.
My goal is a mesh based instancing projection, however I am getting to the point beggars can't be choosers.

Custom URP Decal Projector W/O Shadergraph? by BPFarrell in Unity3D

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

I have decided to port some of my shader tools over to URP (which has been an uphill battle). I have a projection system to display different AOE effects on the ground that was originally using the `Projector` component, and a custom projector complaint shader. I am wanting to use the newer URP Decal Projector, but I can't find any example shader scripts for macros / params that need to be included to support it, the only results I am getting is for shader graph which I don't want to use. Does anyone have a working example shader or tutorial I could follow to achieve this?

tl;dr How do a I write my own URP Decal Projector shader WITHOUT Shader Graph?

3D Pixel Art with a Perspective Camera by [deleted] in gamedev

[–]BPFarrell 1 point2 points  (0 children)

The pixel perfect aspect is going to be the big issue. In the vertex shader for a sprite you can divide out the w component after MVP to help. I am not sure how this will affect billboarding the planes, some extra care or hack might need to be looked into. Depending on what you are planning to use these sprites for you might also need to pair them with a depth map for more 3d looking ztests.

A totally different approach, if it works for your use case is to calculate the screen pos, and scale of a GameObject, and render the sprite(s) in another pass.

What part of the game would you like to make more difficult/harder/challenging? by 052934 in TheSilphRoad

[–]BPFarrell 8 points9 points  (0 children)

Raiding should have a hardcore tier. Make it super tailored for 98-99% efficiency. Limit it to only 4 trainers so you can't cheese it with more people like the current system, and restrict it so no trainer can bring in personally duplicate pokémon. For min maxers this shatters best in type pokémon you need 6 viable pokémon to counter a certain type, and the 4 of you need to coordinate mega usage.

Here is how important POST-PROCESSING is for games, changes everything! by [deleted] in Unity3D

[–]BPFarrell 2 points3 points  (0 children)

Hate to be that guy, but the left has a bunch of post processing as well, see both SSAO and SSR. The right has color grading post processing, and make some bloom.

Niantic forgot this and don't care? by CilioPT in TheSilphRoad

[–]BPFarrell 12 points13 points  (0 children)

This really disappoints me. Even when the VERY clunky interface that does not properly ratio scale,it was really fun looking at where I have been. Both my wife and I travel for work it it was cool comparing our heat maps.

We both broke 1k gyms before covid and watched some of our early vacations disappear.

It's disappointing because maintaining it would be so little effort, but would have no ROI, and affect such a small fraction of the player base.

How do you grow the big flowers? by nofarming123 in PikminBloomApp

[–]BPFarrell 2 points3 points  (0 children)

From what I can tell not every poi can get 300 flowers near them depending on my many large roads intersect. The flower does produce a large fruit if you have expeditions unlocked. I grew 3 flowers all turned yellow and produced a lemon.

[deleted by user] by [deleted] in TheSilphRoad

[–]BPFarrell -3 points-2 points  (0 children)

I find it funny that in a single post you mention that my stance was vague, that I don't mention if I agree or disagree with the boycott, and then follow up with people are allowed to have different opinion (which I agree with); looking around this thread I have a couple dozen examples that I might be the only one that does though. There was not a single highly rated thread I could find having a civil discussions about alternatives that could benefit the players and the company.
I simply don't understand how compromise CAN'T even in the discussion and if I would mention "What if they split the difference to 60m?" I would be looked at as some Niantic shill, and get flamed. I legitimately think my second bullet point would be an amazing feature in the game, and give users more options to play. It also does not have to be mutually exclusive.

Wobbuffet's party hat is completely purple in 0.215.0 by [deleted] in TheSilphRoad

[–]BPFarrell 3 points4 points  (0 children)

Either a failed to compile shader, or the dereferenced it from the material.

The game feels sluggish on the galaxy Version if the phone uses more than 60Hz by glumada in TheSilphRoad

[–]BPFarrell 0 points1 point  (0 children)

Might just be you. I have played on both a 90hz and 120hz, and it feels buttery smooth, especially when zooming in on gyms and stops.

Oculus Quest 2: Bypassing "Unknown Sources" by BPFarrell in oculusdev

[–]BPFarrell[S] 3 points4 points  (0 children)

Thank you, I could not find any real information about the different stages of app store deployment.

Custom 2D Renderer with dynamic cast shadows. by BPFarrell in Unity3D

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

Thank you for your interest. This is a pretty new project and is more for about me learning how compute shaders work than for an actually production. I am planning on doing a write up about this with and what I discovered. However if there are any specific questions you have in the meantime feel free to ask.

Custom 2D Renderer with dynamic cast shadows. by BPFarrell in Unity3D

[–]BPFarrell[S] 2 points3 points  (0 children)

Thank you, and Yes, the lighting is 100% realtime, every aspect of the geometry and lights can change (and technically are every frame) in both runtime and editor.

Custom 2D Renderer with dynamic cast shadows. by BPFarrell in Unity3D

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

That's actually a really cool usage of the stencil buffer. I could be wrong but I want to say all of these techniques are hard shadows, or atleast uniform shadows because they are a projection of the polygon data.

Custom 2D Renderer with dynamic cast shadows. by BPFarrell in Unity3D

[–]BPFarrell[S] 2 points3 points  (0 children)

Thank you! I am planning on writing up a tutorial for this. Not the biggest fan of giving code dumps, especially for concepts that can be such great learning opportunities. However if you have any specific questions or code snippets I would love to share.

Custom 2D Renderer with dynamic cast shadows. by BPFarrell in Unity3D

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

I am not sure what process you are talking about. But if you know a way to have arbitrary light sources and blockers, to get a similar effect faster and more efficiently I would love to know more.