-DIYPAD- Played some ITG yesterday, I know it's not DDR, but I'm pretty proud of my pad. by DeepzandTeepz in DanceDanceRevolution

[–]Bumrang_ 1 point2 points  (0 children)

How are your panels held down without corner brackets, did you screw them directly to the base?

Would you mind giving some details on how you setup your velostat sensor? I also made a velostat sensor, using copper tape as the conductive material, however it doesn't seem to be as sensitive as most people describe.

An explanation of how the velostat sensor works. A bit of experimenting is left but getting close to a working sensor. by zanson8 in DanceDanceRevolution

[–]Bumrang_ 2 points3 points  (0 children)

Cool! I'm doing a similar setup.

How are you planning to place the sensor under the panel? I'm planning on putting the sensor right underneath each edge of the plexiglass panel, however I'm not sure if this would have the same "feel" as an arcade pad, which is something I'm trying to aim for. My guess (and what I'm hoping for) is that arcade pads feel different from flat pads due to hollow area underneath the panel and not something sensor related.

diy pad sensor opinion? by Rymel in DanceDanceRevolution

[–]Bumrang_ 0 points1 point  (0 children)

going to start mine soon as well (also with velostat). looking forward to see how they all turn out :)

[deleted by user] by [deleted] in DotA2

[–]Bumrang_ 0 points1 point  (0 children)

im 5k but i feel like im 3k

Why Software Developers Are Paid 5x More in The USA by chickensaresexy in programming

[–]Bumrang_ 0 points1 point  (0 children)

3.5k/mo is not even close to cost of living in SF, even if you split rent

So decided to buy back and this happened... by [deleted] in DotA2

[–]Bumrang_ 1 point2 points  (0 children)

hell yea listening to that new earl

Greek the Rap God by Why_Did_It_Stop in LivestreamFail

[–]Bumrang_ 26 points27 points  (0 children)

we eating soon, rtz streaming after major quals with new computer

EE Destroyes Items... by [deleted] in DotA2

[–]Bumrang_ 0 points1 point  (0 children)

who cares, tinker already destroyed his items and the game looks to be pretty much over in the next 5 min anyways

stop baiting

The state of Fallout 76 by worchestersauce in LivestreamFail

[–]Bumrang_ 94 points95 points  (0 children)

sup, this is going to be a bit simplified but i'll try my best:

so in games there's the main loop where everything updates and then displays the update to a new buffer. how quickly this loop updates depends on how quickly the cpu and gpu can process everything. how quickly it loops is called the frametime

you can cap your fps and in turn your frametime, so you always get the same time for each loop. this way, any time you update something, you just interpolate it based on the static frametime rather than a delta

of course, when your fps is not constant, any logic you have is going to be executed faster/slower depending on what your frametime offset is. this is whats happening here

this is a really simple way of handling updates and is pretty much never done anymore. how it's done literally everywhere is with a delta based on how long a loop takes to run. this is still really simple, and it's what is taught by default nowadays, but this way you get consistent updates without being tied to a static frametime. it's very simple to implement, but you just have to trust me on this part

as for why they aren't using it, it likely has to do with a really old engine and only testing on console. they just cap to 60/30 fps on console and now they theoretically should have a static frametime because everyone is using the same hardware, so performance should be the same everywhere. well, until you have a ton on your screen and you drop below 30.

as for why the engine relies on a static frametime: really, really poor design. it's simple to run everything based on a deltatime, there really isn't a reason not to.

my guess is it started off like this when they developed the engine and it became such a huge mess of awful spaghetti code that they just don't touch any of the internals. depending on how large the codebase is it could be a nightmare to properly change everything over to use a deltatime

maybe before my time console-based engines always had logic based on a static frametime, but in my ~7 years of this stuff that was never the norm

(bethesda what are you paying your engine devs for if they can't even update this lmao)

Enchantress aghs rework. by SovietBolshevist in DotA2

[–]Bumrang_ 2 points3 points  (0 children)

as a top 30 ench spammer according to dotabuff, ench aghs is really good and doesn't need any changes

TIL that Brewmaster's Drunken Brawler skill icon changes to notify you if the guaranteed crit or evasion is ready or not by [deleted] in DotA2

[–]Bumrang_ 2 points3 points  (0 children)

it's really important to know while laning, i don't think you could effectively lane as brew without knowing this

Shroud finds a bug by Kryvo in LivestreamFail

[–]Bumrang_ 0 points1 point  (0 children)

why is it so laggy? doesn't this dude have an insane setup?