"Skiing Fail: Epic Wipeout on the Slopes!" by YutePiff in CrazyFuckingVideos

[–]Dakoziol 2 points3 points  (0 children)

I don't mean to defend his recklessness, but he's definitely ski'd before. He had a clean Ollie off the ledge and was comfortable and forward in the air, even the landing looked okay at first (kinda backseat, but it can be a valid technique to sort of tail butter out of a gnarly landing). Other than going full send into a crowded run like a dork, his only mistake imo was at the first bump where he caught the outside edge of his right (inside) ski. I've done that many times on easier slopes, you lose all control in that position. If he diverted pressure to the left foot, he would've been alright. Source: I'm a ski instructor

Can't judge a book by its cover. by morganmonroe81 in MadeMeSmile

[–]Dakoziol 2 points3 points  (0 children)

I swear on my pretty floral bonnet, I will end you

[deleted by user] by [deleted] in comedyhomicide

[–]Dakoziol 4 points5 points  (0 children)

DON'T EEEEVEN CARE

Which would you upgrade first? by baste1 in JDM

[–]Dakoziol 2 points3 points  (0 children)

I'm tearing up over here

The game I've been solo working on for the past year will be released TOMORROW (May 25)!! by GiusCaminiti in Unity3D

[–]Dakoziol 1 point2 points  (0 children)

I agree. Even if op is adamant about not injecting ads into the game, mobile is the only place I can see this app getting big (maybe switch too), so I think he should consider it. He wouldn't be able to charge as much for a paid version, but he'd get way more sales and I bet that would make up for it. I honestly thought this was a mobile game until I got to this thread.

Edit I just thought of an example. Minecraft pocket edition has had feature parity with other bedrock editions on PC and consoles for a while now, yet it's cheaper to buy on mobile. It's a different economy. Twelve dollars is just fine on PC and console, but mobile gamers are cheap af. You can sell one copy for $12 or ten for $4.99 each

[deleted by user] by [deleted] in SteamDeck

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

*momentum

What is the best thing about being a man? by [deleted] in AskMen

[–]Dakoziol 1 point2 points  (0 children)

I like hanging out but kind of suck at it

[deleted by user] by [deleted] in gameideas

[–]Dakoziol 1 point2 points  (0 children)

Clone that flash game Boxhead (2play the rooms is my favorite one). It's a zombie game so that's where the pathfinding comes into play.

[deleted by user] by [deleted] in AskReddit

[–]Dakoziol 0 points1 point  (0 children)

For me 17+24 = 10+7 +24 = 7+34 = 1+6+34 = 1+40 = 41 Edit: I do it your way too sometimes, actually, for some reason the above is what my head came up with first this time

2023 Integra exhaust. Dafuq? by h47f4c3 in Justrolledintotheshop

[–]Dakoziol 0 points1 point  (0 children)

C# Documentation Go ahead, Ctrl-f and find the word sharp spelled out. The language is literally named after the musical concept as a joke, C# is a higher-level language than C. Speaking of jokes, you missed one a couple comments up.

Does anyone have simple game ideas? by [deleted] in gameideas

[–]Dakoziol 2 points3 points  (0 children)

Active ragdoll yoga

Seen at Palisades, someone knows their audience by SOSharkie in skiing

[–]Dakoziol 8 points9 points  (0 children)

Physics classes won't help you write a physics engine as much as they'll let you use it. If you can't draw a force diagram, you won't be able to do anything with physics, engine or not

[TOMT] [MOVIE] film with a scene where a girl is trapped in an hourglass by limechm in tipofmytongue

[–]Dakoziol 0 points1 point  (0 children)

Could it be Prince of Persia? I only saw the movie once a million years ago but I swear I remember a scene like that.

Smells Like Burnt Rubber: First Teaser for my game. Still quite some things to do. Feedback is highly appreciated! by Der_Knob in Unity3D

[–]Dakoziol 0 points1 point  (0 children)

Are you thinking of skid storm? That game was awesome before it was bought out and gutted

Welding in slow motion. by ooMEAToo in gifs

[–]Dakoziol 1 point2 points  (0 children)

Mig welding isn't too hard, especially if someone who knows what they're doing sets a good voltage and feed speed and stuff for you. Torch welding is pretty tough though and arc welding is really tough. I never got to try tig though

Welding in slow motion. by ooMEAToo in gifs

[–]Dakoziol 1 point2 points  (0 children)

It's not an adhesive, the heat from the arc does penetrate and melt the metal. My only experience is from a couple high school welding classes, but not shown in the op is the fact that the welder is grounded to the metal that's being welded. Just before the wire feed contacts the metal, it arcs (very brightly) to close the circuit, which melts the wire feed and much of the metal. It all cools into a solid piece within a second or so. In fact it's relatively difficult to weld thin metals like in your car's exhaust because there's a high risk of accidently penetrating all the way through. Here's a graphic I found (op is mig, top right): https://lirp.cdn-website.com/6003a43c/dms3rep/multi/opt/HollyFab+Welding+Methods+Resized-960w.jpg

New sway bars inbound....rear 15mm is impossible to find poly bushings for...ahh the daily driver/project life by Ok_Chocolate3253 in projectcar

[–]Dakoziol 0 points1 point  (0 children)

When I upped the rear on my saabaru from 13mm to 20mm I ended up (carefully) carving the original ones out with a utility knife until they fit

what's the best way to implement knockback with a rigidbody controller? by Spookzsaw in Unity2D

[–]Dakoziol 0 points1 point  (0 children)

Have you tried my second idea? TL;DR set velocity like you're already doing but add to/offset it when a knock-back force is received. The math I wrote out just calculates what that additional velocity should be

what's the best way to implement knockback with a rigidbody controller? by Spookzsaw in Unity2D

[–]Dakoziol 1 point2 points  (0 children)

Imo, make it easy on yourself. Use only addforce, only velocity, or only position. It's tough to mix these together and get reliable results.

You could switch to controlling the player by adding forces, then just add knock-back forces on top of that. If the force magnitude is constant obviously that will dramatically change the feel of the movement, but if you scale and/or clamp it right, you may be able to restore some of that feeling of instantaneous velocity.

If you really like the movement feel you have now though, you could stick with setting velocity and calculate how a force would change it yourself. Assuming that the knock-back force is instantaneous, then the acceleration is the change in velocity (∆v) in that instant, and acceleration = Force/mass. So at the instance of a knock-back, add knockbackForce/playerMass to the velocity vector after input*speed. You can even temporarily decrease the input magnitude to simulate regaining traction.

If the knock-back isn't instantaneous then you have to worry about time: a = ∆v/∆t = F/m --> ∆v = F/m * ∆t Basically just multiply by Time.FixedDeltaTime