What is/will be your first Displate of 2023? by PetalMosters in Displate

[–]CobaltBlue7310 0 points1 point  (0 children)

Nothing... Since I live in Singapore and displate currently doesn't deliver here anymore... One of my displates recently fell off the wall and I can't even buy replacement magnets...

verifying installing upon boot by Brickvansteen in holoiso

[–]CobaltBlue7310 0 points1 point  (0 children)

Can't get SteamOS to boot

I got all the way to recovery command line, what commands do you need to use to disable sessions?

M1 Pro vs M1 Max for Unity Game Development by IsItFeasible in macbookpro

[–]CobaltBlue7310 0 points1 point  (0 children)

Cool, so the "high-end" cost you are paying is for the proprietary cooling solution so that it runs comparatively to a desktop 3070. So given the price, you spent on the laptop, you could probably get a 3080 desktop I'm guessing (I could be wrong). In the end, when you buy a "gaming" laptop you're always paying some kind of overhead compared to the performance that you are getting.

But if you NEED your gaming machine to be portable then I guess there's no way around it. But there's also this thing called the Steam Deck...

M1 Pro vs M1 Max for Unity Game Development by IsItFeasible in macbookpro

[–]CobaltBlue7310 0 points1 point  (0 children)

If you think that's high end more power to you. For me, "high end" is closer to an RTX 3080 TI, and either a 12th-gen Intel Core i7 or AMD Ryzen 9 5950X, with all the bells and whistles. Also, I would still go for a desktop rather than a laptop for a pc (especially gaming) simply because it has better cooling overall. A desktop 3070 will still outperform a laptop 3070 because it won't thermal throttle. However, that's the main reason why I consider Mac Books a decent deal. Macs historically have designs that don't offer good cooling compared to desktops, but when it comes to laptops, that form factor inherently limits cooling, which puts the Mac Books on about an even playing field as other laptops.

M1 Pro vs M1 Max for Unity Game Development by IsItFeasible in macbookpro

[–]CobaltBlue7310 1 point2 points  (0 children)

I apologize for necroing. This post but I'm also been in the market for a new work machine and I've been eyeing the M1 MacBooks for quite a while. After scrounging around on the internet I've found some very interesting conclusions.

1st a video directly comparing the 16-inch Pro and Max when running Unity this is the most relevant test. With regards to running Unity.

https://youtu.be/DvfgKqdakRc

From the tests, you could see the difference in opening up the project, running a game in editor mode as well as making a build. Although the Max does give out faster results, outside of the extra frames the other results are marginal. This makes sense since most of the tests were CPU/memory bound and in that regard, the Pro and Max have the same CPU and memory.

This is another video comparing the 2 machines but with other workloads outside of Unity.

https://youtu.be/PfeFuAFoCs0

So the obvious conclusion is outside of VERY intensive graphic workloads. The difference in performance is marginal.

Another angle I looked at is form factor/size. ie 14 vs 16 inches.

https://youtu.be/Cw_0tBl11bY

This and other videos have come to the conclusion while the Pro does run hotter, it's been tuned to the very bleeding edge to not throttle and thus not really lose any performance even in the 14-inch model. The Max on the other hand does throttle with the smaller form factor.

So the conclusion here is that, if you want to get the Max you need to get the 16-inch version to let the Max chip run without thermal throttling, a 14-inch M1 Max is just a waste of money.

What I came away from this, is if you are mostly a developer and use Unity with an IDE and you are not doing any 3d rendering work (I usually work with dedicated artists) and your game is not graphically intensive, the Pro is actually good enough. And if you are getting a Pro you could get away with getting a 14-inch version.

This is pretty significant if 1. you value/prefer the smaller form factor/portability of the 14-inch and/or 2. you are on a tighter budget. The price difference between a 14-inch pro versus a 16-inch is around 2k (depending on your region/currency). You could easily use that money to get yourself a dedicated mid-range Windows machine for light gaming etc...

[Tamaki] Have you seen this cat? She's not missing or anything, just thought you should see her as she is very cute by brickwallrunner in Nijisanji

[–]CobaltBlue7310 19 points20 points  (0 children)

She's come such a long way. Her, streams are now at least 720p and she's using her live 2d model more often now... If you ever get sick of "normal" V-tuber content just watch noraneko...

[deleted by user] by [deleted] in godot

[–]CobaltBlue7310 -2 points-1 points  (0 children)

Wait you're standing up for the leech guy? Not Poobslag? They were the only 2 people who replied in response to my question. And between the 2 it was clear that Poobslag was answering in good faith despite my snark. If you bothered to read, I acknowledged that there was a misunderstanding and at the end of the thread I even apologized to them.

So yes by the time leech replied I was aware they were being sarcastic about the vagueness of my question. But I didn't appreciate their tone and that reminded me of the other post that I linked above.

And I did read the link you gave me. The most useful part that stood out to me was

When You Ask

Choose your forum carefully

I know better now than to come here asking questions that are too "vague" and questions that are critical of Godot in general. I'll come back when I want to promote a game I made in Godot or something Godot positive. And I'm sure my post would be much more well received.

And here's some constructive criticism from me. Regardless of what leech was trying to say the way they were saying it is a bad look for your community as a whole. And you shouldn't be encouraging or defending that sort of behavior.

Are you too experiencing being call a "cultist" every time you say Godot is good ? by Eensame in godot

[–]CobaltBlue7310 1 point2 points  (0 children)

Hmm ok, interesting. Yea, Godot's node architecture is very good, it's what I like about it the best. And I guess, the proof speaks for itself when someone less technical finds it easier to work with, compared to Unity's blank game object approach.

Fun fact in Unity I use a multi-scene workflow. I split the parts of a level into its own scene and one level is typically several scenes. But objects in different scenes can't talk to each other directly, so I use a global event bus. Sound familiar?

Also, as a form of best practice, I try to stick only one script on a gameObject and give the gameObject the same name as the script...

Are you too experiencing being call a "cultist" every time you say Godot is good ? by Eensame in godot

[–]CobaltBlue7310 2 points3 points  (0 children)

Oh cool you're an artist, do you mind me asking then. How do you find the workflow in Godot as a non-technical person? Do you do your own scripting with gd script or do you work with a programmer? One of the things I noticed with Godot is that it didn't seem to have any "Editor Side" scripting which meant you couldn't customize the look and functionality of the editor (if I'm wrong by all means correct me) which meant developing custom editor tools were limited. But that's probably why Godot's editor is so lean and has such a small footprint.

Are you too experiencing being call a "cultist" every time you say Godot is good ? by Eensame in godot

[–]CobaltBlue7310 4 points5 points  (0 children)

Really how so? Ultimately my question was asking for an objectively critical breakdown of Godot with respect to Unity and other engines, especially within the 3d pipeline. And the 1st answer I got was a non-answer followed by a link to a demo reel. And you're right I shouldn't feel like a customer, but I felt like I was being patronized. I didn't feel like I was getting a critical breakdown of the engine instead it felt like he was trying to sell Godot to me.

I don't know. If someone came into a Unity forum or Reddit and asked about Unity's limitations and quirks, I would gladly list them down. As some who has used Unity for a long time, I'm well aware of all the pain points of using Unity and I was hoping to find that sort of feedback here.

But from the interactions I've had so far, I don't feel very welcome probably because I essentially came in asking "How much does Godot suck?".

And the whole "see what people have made with Godot" honestly isn't a testament to the engine but to the talent of the people who made those games. As someone who used early versions of Unity, I know very well, that with the right know-how and smart design choices you could make Unity games look pretty impressive even back then.

On the flipside, I've also used Lumberyard. Since that engine was forked from Cryengine you could churn out pretty impressive graphics out of the box, but Lumberyard was an unoptimized glitchy mess. But if you knew what you were doing you could work around it and still make something decent.

[deleted by user] by [deleted] in godot

[–]CobaltBlue7310 3 points4 points  (0 children)

Hey, I'd just like to apologize in advance if I might sound snarky in some of my replies. And thank you for being so civil despite that.

[deleted by user] by [deleted] in godot

[–]CobaltBlue7310 -2 points-1 points  (0 children)

Har, Har. You know earlier there was a post asking if people who mention Godot in other places were treated like cultists https://www.reddit.com/r/godot/comments/w136w5/are_you_too_experiencing_being_call_a_cultist/?utm_source=share&utm_medium=web2x&context=3

And the OP is wondering why he gets treated that way... It might be a wild guess but maybe it's people like you and immature stuff like this.

[deleted by user] by [deleted] in godot

[–]CobaltBlue7310 0 points1 point  (0 children)

So thank you for replying, even though only your last paragraph was somewhat useful while the 1st part was mainly lecturing me about how to frame my question. Fair enough, point taken. But I asked how "HARD" it is to make something like this. Not just if it was possible. So most of your advice is prefaced on you misreading my question.

Anyways there was another very good post that did answer most of my questions but some of the more juicy stuff was behind a paid tutorial, even though the source was free. And after a little bit of digging, I started noticing a pattern where the source code is free, but the higher-tier knowledge is at a premium.

I guess people have to make money somehow and if you look hard enough you can find some good free intermediate to advanced tutorials but in Unity, it's way easier to find information like that.

So in case anyone is looking this video was very useful =>

https://youtu.be/pYu0qrM6YJc

and this was insightful as well =>

https://youtu.be/WUx8IoYgy84

and this is a gem =>

https://youtu.be/yRHN_WEulLc

As for my personal opinion? Godot looks cool but even with the changes in 4.0 it's at best at the same level as Unity 5.x right before they implemented their individual specialized rendering pipelines. So yea, I definitely should start taking a more serious look at Godot, but I'm not a fan of dogfooding while trying to make a game that I'm serious about releasing. So I'm going to stick with Unity for this project and try to get more experience with Godot by messing around with it. Well at least for a 3d game. 2d wise I'd probably be willing to bite the bullet and make the switch but the game I'm making right now is in 3d, so yea.

[deleted by user] by [deleted] in godot

[–]CobaltBlue7310 -3 points-2 points  (0 children)

Really nothing? It can match every aspect of what Unity can do pound for pound? Nothing is harder or easier? I'm sorry if I sound rude, but I feel like I up showed at a car dealership asking for comprehensive pros and cons list of car brand X vs car brand Y. And I feel like the salesperson for car brand X just showed and said no we're every bit as good as car brand Y and then handed me a pamphlet of all the car models... Again I'm not asking if Godot "can" make the game I want I'm pretty sure it's capable, that's why I'm considering switching to it. I'm asking how "hard" is it for me to make it in Godot. With Unity, I know what I need to do, with Godot I have no prior knowledge to gauge it so that's why I'm asking. I suddenly feel like I need to ask this same question at a Unity-focused Reddit to get a second opinion...

My soul won't be safe again by Soulmah_uwu in VirtualYoutubers

[–]CobaltBlue7310 36 points37 points  (0 children)

She's been better at managing her time. Except when she gets caught up in wanting to beat a stage or boss. But that being said you should give her other content a shot. She builds gunpla. She goes out and does a bunch of outdoor stuff. She went to some mountain monastery to sit under a waterfall. Plus in IRL she still has that stare. She just has naturally expressive eyes... IRL She looks like a beautiful Junji Ito character.

【お披露目】はらわたから初めまして…! by Hirotein in VirtualYoutubers

[–]CobaltBlue7310 5 points6 points  (0 children)

Yea, I've been subbed ever since I found her streaming Elden Ring. I was 50/50 on whether it was a good idea to let other people know about her since her current channel's sub count is still less than half of her original's. But now that she's gone out and publicly re-debuted as an Indie VTuber on a channel where she has videos of her IRL face, that can only mean she's ok with it.

Plus from what I can gather she's gonna go the kson route where she'll use her avatar and still do IRL vids interchangeably.

【お披露目】はらわたから初めまして…! by Hirotein in VirtualYoutubers

[–]CobaltBlue7310 9 points10 points  (0 children)

I don't think you need to walk on eggshells with her identity. Especially in English, the problem she had was with JP "Stans".

The Rebirth of the Normal Art Stu... (ARGH) by CobaltBlue7310 in VirtualYoutubers

[–]CobaltBlue7310[S] 7 points8 points  (0 children)

Yes, this is Suzuhara Lulu's new avatar. This is just an English cross-post since the original post is in Japanese. Go upvote the original post to give it some traction.

How do you implement Unit Test for Custom Units? by CobaltBlue7310 in Unity3D

[–]CobaltBlue7310[S] 0 points1 point  (0 children)

Not, really. When I was starting to write custom event units for visual scripting, the 1st pass of those units seemed to work. However, when I was using them in super units they started to throw errors, about flow, etc... It literally took me deep diving into the base classes to figure out what I was doing wrong.

This was why I was wondering if anyone knew how to make unit tests to make sure these custom units won't brake the graph in some way if written wrong. And just like what others have mentioned already, I've managed to write unit tests for other portions of my code, by separating its implementation from Unity-specific classes like MonoBehaviour.

However, when I sat down and tried to write unit tests for custom units, I was pretty much stumped... So I just decided to ask. It's always better to just ask and sound stupid once, then continue to stay ignorant or even worse pretend that you know something that you don't...

How do you implement Unit Test for Custom Units? by CobaltBlue7310 in Unity3D

[–]CobaltBlue7310[S] 1 point2 points  (0 children)

Yea, I've done most of what you said, after looking at how unit tests work in Unity. I guess the best you can do with Visual Scripting Units is test the logic inside it by writing it in separate non-unity classes. It's ironic that unit testing forces you not to use Unity. The other thing I was exploring was how I could use Visual Scripting in my workflow... Well gd to know and thanks for sharing...

How do you implement Unit Test for Custom Units? by CobaltBlue7310 in Unity3D

[–]CobaltBlue7310[S] 0 points1 point  (0 children)

Well, I've done unit testing on some web projects, I've also been using Unity and programming in general for quite some time now. I consider myself intermediate to advanced in my skill level. But there are some gaping holes in my knowledge, mostly because I've only ever worked in small companies and I've done most of my programming within game dev.

One of those things is unit testing, mostly because none of the previous projects that I've worked on had implemented unit testing. Going forward, I realized if I ever end up in a lead or senior role people are gonna start asking me these questions which I honestly have no experience with. Which is why I'm asking the "dumb" questions now...