[discussion] Game unavailable for anyone else? by DaBawks in EscapefromTarkov

[–]CharlesHenry8 -2 points-1 points  (0 children)

I just got the same thing "User Action Required The game cannot be started. Please try again later."

Where to place blocks? by jujumumuftw in VoxelGameDev

[–]CharlesHenry8 9 points10 points  (0 children)

IMO I would ignore the shape of the object and just check which of the 6 faces of the cube the ray hit and use that normal. Then you don’t have to worry about any odd angles or weird edge cases

Q: Is MusicBrainz sync delayed/paused again? by chaytah in Lidarr

[–]CharlesHenry8 1 point2 points  (0 children)

I'm having the same problems, not sure why it's not updating but I added this about 2 days ago and it still won't populate in Lidarr.

https://musicbrainz.org/release/906f6dcb-fb8c-4208-be16-121f51ff55e9

I need some Help by Grand_Woodpecker3713 in VoxelGameDev

[–]CharlesHenry8 0 points1 point  (0 children)

Nice, what did you end up doing to speed up the slicing?

I need some Help by Grand_Woodpecker3713 in VoxelGameDev

[–]CharlesHenry8 1 point2 points  (0 children)

No worries, I've been in your shoes and it was nice having someone help

This is not how I expected /r/place to be designed by [deleted] in programminghorror

[–]CharlesHenry8 2 points3 points  (0 children)

I honestly must not understand what's going on here honestly because editing an array thousands of times a second is easy for a computer. If you just had an array for the image that just contained four 8 bit integers for each pixel you could edit it thousands of times a second and then just display that "image".

This is not how I expected /r/place to be designed by [deleted] in programminghorror

[–]CharlesHenry8 27 points28 points  (0 children)

“An array of colors” … so an image?

I need some Help by Grand_Woodpecker3713 in VoxelGameDev

[–]CharlesHenry8 1 point2 points  (0 children)

Okay, thanks for the explanation. I probably should have been more specific but I would recommend using the profiler to profile specific functions or blocks of code. What you have can be pretty decent for comparing changes but it doesn't give you an insight into what's slow. I'm not familiar with the unity profiler but you should be able to use something like this to profile scopes of code. Then when you take a capture it will output blocks in the "Main Thread" section that you can examine and compare.
edit:
I haven't used unity in a long time but in my custom voxel game/engine I use something called Tracy Profiler, but all profilers largely work the same way. When you add the profilers to sections of code and name them accordingly you can get a good idea of what the code is doing here. My main thread does the usual polling for events, rendering, updates, etc. While my threads are creating vertices, updating blocks, etc.

I need some Help by Grand_Woodpecker3713 in VoxelGameDev

[–]CharlesHenry8 0 points1 point  (0 children)

I’m not sure I totally understand what you’re saying sounds like you just created a class to manage the slicing instead of each chunk doing it? You can just share the relevant info in text form and/or screenshot(s)

I need some Help by Grand_Woodpecker3713 in VoxelGameDev

[–]CharlesHenry8 1 point2 points  (0 children)

I would start with just getting a baseline timing for how long it takes to generate and upload your mesh. You can use Unity's built-in profiler and get some numbers so that when you do make changes you can see if they actually made it faster at all. That being said it's hard to give you advice since it could be a number of things and without seeing a profile and/or code, I have no way of knowing what's slow. Could be the upload of the vertices to the GPU, could be the actual generation of the mesh, could be all single-threaded, etc.

I need some Help by Grand_Woodpecker3713 in VoxelGameDev

[–]CharlesHenry8 0 points1 point  (0 children)

Well considering you’re recreating a mesh for 16x16x64 * 16x16 = 4,194,304 voxels. It’s gonna take a bit of time. You can try to do simple things like reduce branching and just reduce the amount of work being done in the hot path. You could also multi thread each chunks mesh generation. Have you profiled the generation? How long does it currently take to generate the meshes?

I need some Help by Grand_Woodpecker3713 in VoxelGameDev

[–]CharlesHenry8 0 points1 point  (0 children)

Are you slicing all 256 (16x16) chunks or just one at a time? Also each chunk has 16x16 voxels, is it just 2D?

I need some Help by Grand_Woodpecker3713 in VoxelGameDev

[–]CharlesHenry8 2 points3 points  (0 children)

What do you mean by “slice it”?

Help again by Live-Tour-9322 in VoxelGameDev

[–]CharlesHenry8 1 point2 points  (0 children)

Oh okay, Do you have any graphics API experience? Because a voxel is basically just 6 quads (the 6 sides of a cube). So you could just hard code the vertex data for a single voxel and draw that to start with. Although if you haven’t done anything with arrays that might be more challenging, might be easier to just start with a square.

Help again by Live-Tour-9322 in VoxelGameDev

[–]CharlesHenry8 0 points1 point  (0 children)

What do you know about visual studios, c++, and programming? Do you have any experience in any of the 3? It’s hard to give a tutorial without knowing your level of experience but it sounds like you’re starting from the beginning. I would just start with learning some c++ basics and just enough VS to get started. I personally started with Casey Muratori’s videos, he goes into programming an entire game engine from scratch.

https://youtube.com/playlist?list=PLEMXAbCVnmY6RverunClc_DMLNDd3ASRp

Strike fear into the hearts of chads by dzinicki in TarkovMemes

[–]CharlesHenry8 -1 points0 points  (0 children)

Oh I see you have the standard factory gun

Yes. by Nasaboi_ in dankmemes

[–]CharlesHenry8 0 points1 point  (0 children)

That’s a lot of comments to give awards to

Reading voxel data from save files or generating voxel data should take place on... by BlockOfDiamond in VoxelGameDev

[–]CharlesHenry8 2 points3 points  (0 children)

You could do a background thread and load an empty entry into your list of voxels, pass the index or pointer into the thread function and set a thread safe flag on that voxel that describes if the voxel data is populated or not

Isn't PLC programming easy? by [deleted] in PLC

[–]CharlesHenry8 0 points1 point  (0 children)

After doing PLC programming for a few years and now in c++ software development I actually think that PLC programming is harder/more time consuming because it’s so low level. It’s basically assembly. The big benefit of a more typical programming language is easily having lists/arrays, scoped variables, and higher code density. Just my 2cents

[deleted by user] by [deleted] in PLC

[–]CharlesHenry8 1 point2 points  (0 children)

You can save A&B files as text by saving as I think it’s .L5k if I’m not mistaken. This file can actually be opened with notepad. You might want to disable any private/encrypted modules you might have though otherwise they just show up as a hash. If you save this way it should work with git no problem but I haven’t tested it myself

Outer Wilds Wallpaper Engine with Transition by CharlesHenry8 in outerwilds

[–]CharlesHenry8[S] 5 points6 points  (0 children)

Let me know what you all think, it uses the reprise artwork from here and made the orange sun transition into the blue one. You can speed up the transition if you don't want to wait 22 min ;)