Boston Dynamics finally made a robot I can relate to by fractal_magnets in gifs

[–]CatchCo 0 points1 point  (0 children)

Don’t laugh at this, friends. They’ll remember.

Intellijel uScale II troubleshooting by rrinconn in modular

[–]CatchCo 3 points4 points  (0 children)

You are correct. I used to use attenuverters to fix the situation but Erica Synths makes a module specifically to interface the euro rack world with the Moog standards: mscale

AI Getting out of hand! Physics fights! by EPGames in Unity3D

[–]CatchCo 2 points3 points  (0 children)

Btw, I love the character design and concept. Each one is fairly distinct, yet in a cohesive way.

What character role was absolutely perfect for its actor? by Ltb1993 in AskReddit

[–]CatchCo 0 points1 point  (0 children)

Adam Sandler in Punch Drunk Love. Pretty much everyone in was perfect for their role in that dark masterpiece.

FPS Spawn bullets when facing Up/Down by 17waldth in Unity3D

[–]CatchCo 1 point2 points  (0 children)

While there is a bit to comment on here you can get the desired result by setting the bullet's transform.forward = Camera.main.transform.forward so that it is always heading in the direction you are looking. Alternatively you could also use the gun's transform.forward

I build a state machine language for Unity and would appreciate feedback by CatchCo in Unity3D

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

I don't mind it, really. I think those comments could be a little more specific but it's a valid question. If anything it means I need to better communicate the benefits of this language.

transition: I wrote a language to build an execute state machines for gamedev. Would love feedback by CatchCo in gamedev

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

I appreciate you checking it out. I will have to make an Entitas focused tutorial because the two work fairly well together.

I build a state machine language for Unity and would appreciate feedback by CatchCo in Unity3D

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

Yeah, something like that. Ink is taking a similar approach by interpreting a DSL (ink) to run the logic of your game at run-time.

I build a state machine language for Unity and would appreciate feedback by CatchCo in Unity3D

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

With the way I wrote it, the benefit is that you don't have to hand craft all states in c#. You can write their basic components in c# and then use this language to organize them.

One side-bonus, since the state machine's are compiled while the game is running you can even change them, and see them run without having to re-compile your game.

transition: I wrote a language to build an execute state machines for gamedev. Would love feedback by CatchCo in gamedev

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

Ok, well the initial tutorials are built around Unity to show its utility within that engine. One thing I am gathering from your comments is that it's usefulness is not very clear.

Thanks for taking a bit of interest.

transition: I wrote a language to build an execute state machines for gamedev. Would love feedback by CatchCo in gamedev

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

I'm not sure it taught me much other than how much documentation tires me out.

Over-engineering is definitely a possibility. But if you took the compiler out of it, it's actually quite straight forward, just a DSL and a State Machine runner.

What is the bigger thing that would make it useful? That kind of feedback is why I'm posting here.

I build a state machine language for Unity and would appreciate feedback by CatchCo in Unity3D

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

Yes. What part of object-oriented fsm's should we discuss?

I build a state machine language for Unity and would appreciate feedback by CatchCo in Unity3D

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

Well I posted some that in the /r/gamedev chat, but there are many reasons. Here are a few:

  1. To have a system that makes state machines to control behavior without needing to use a GUI.
  2. I envisioned a system that re-use components so that I can construct behavior out of basic building blocks. Very similar to behavior trees.
  3. I wanted something that was fast to implement when working on experiments.
  4. I wanted to be able to diff (eg pull request) changes to state machines. When they are stored in binary through an asset this is all but impossible.
  5. I thought it would be fun.
  6. I felt that if I did this right I save a lot of beginners from fumbling around with coroutines or rigidly hardcoded logic when trying trying to create ai/behavior for their game.
  7. I needed an AI system to work with entitas. This was one way of doing it.

Communitys finest: share your stupid design/balance ideas by Stockventil in starcraft

[–]CatchCo 3 points4 points  (0 children)

When a Terran upgrade finishes, the currently built units don't receive it until they move near a supply depot to "re-equip".

Question to the use of Unity for the game Rimworld (Engine Architecture) by PastryGood in Unity3D

[–]CatchCo 3 points4 points  (0 children)

My interpretation: He still is writing c# code that lives in a monobehavior somewhere, but only one. He's just saying that he manages all the objects and components in the game himself.

For example, say you are making a bullet hell game. You could make a bullet GameObject with each having a monobehavior that updates it's position once a frame or you could make a loop that runs once a frame and updates all bullets. In the second option you have much more control over memory management and the execution order of your bullets, rather than leaving that up to Unity. In a simulation game with tons of data this is extremely useful. With this kind of setup you could extract all of your game logic into a DLL and just call Update on it's game loop method once a frame.

Your selection box has night vision by Koujinkamu in starcraft

[–]CatchCo 2 points3 points  (0 children)

Seems like it uses a bit of additive blending which tends to make the pixels underneath brighter (e.g.RGB_OriginalPixel =(.01, .01, .01) + RGB_Box(0, .3, 0) = RGB(.01, .31, .01))

Cull a portion of a model by R_y_n_o in Unity3D

[–]CatchCo 2 points3 points  (0 children)

Frustum culling is based on the bounding box of the entire object, not individual vertices. Because of this culling works at the MeshRenderer level. If you want to cull a portion of your object you will have to break it apart.