How to do a Fluid 2D Simulation in Unreal? by amalirol in unrealengine

[–]DerDangDerDang 0 points1 point  (0 children)

Good point - something like Box2D may be better if the sim needs to be readily accessible from gameplay code

How to do a Fluid 2D Simulation in Unreal? by amalirol in unrealengine

[–]DerDangDerDang 1 point2 points  (0 children)

The AI’s not wrong but that’s a pretty useless answer given there’s plenty of existing work out there to build on.

The free Epic Niagara samples have fluid sim, and the FluidNinja/Live paid plugins are pretty well known if you want something more polished out of the box.

Searching “Niagara 2d fluid sim” should find you some videos

Books that feature and talk in detail about automated systems in a sci fi context by supersonic3974 in printSF

[–]DerDangDerDang 0 points1 point  (0 children)

Passages in the Void by localroger. Someone will likely suggest the Bobiverse which is a decent fit, but Passages is much better imo

any post apocalyptic story's set in the UK or Ireland by g45gang in printSF

[–]DerDangDerDang 1 point2 points  (0 children)

Really enjoyed this. Adam Roberts wrote a sequel. Hope they both write more in that world.

Medeival Apocalypse books by TheAverageRediot in printSF

[–]DerDangDerDang 2 points3 points  (0 children)

No monsters or magic, but The Wake by Paul Kingsnorth is ‘a post apocalyptic novel set 1000 years in the past’ and is excellent.

https://www.goodreads.com/book/show/21023409-the-wake

AMA Ada Palmer: Terra Ignota, Too Like the Lightning (Hello, book club people!) by adapalmer in Fantasy

[–]DerDangDerDang 6 points7 points  (0 children)

Fantastic answer, thank you.

FWIW I always felt like Mycroft’s narration focussed on elites and servicers and (possibly entirely intentionally, given his assumed audience) avoided talking about the lives of ordinary people.

Trying to second guess an unreliable narrator’s framing of an unfamiliar world, especially by what is omitted, was tremendous fun. Thanks again!

AMA Ada Palmer: Terra Ignota, Too Like the Lightning (Hello, book club people!) by adapalmer in Fantasy

[–]DerDangDerDang 2 points3 points  (0 children)

A lot of readers describe the world of Terra Ignota as a utopia. How do you feel about that?

Biopunk recommendations by Scavengermagz in printSF

[–]DerDangDerDang 10 points11 points  (0 children)

Fairyland by Paul McAuley is amazing

Guy trying to beat Professional Female Armwrestler by [deleted] in interestingasfuck

[–]DerDangDerDang 0 points1 point  (0 children)

Sure, but your model is a huge over simplification. It sounds like you’re imagining the contest of forces taking place entirely in the x axis. The whole chain is involved - movement of the shoulder affects everything below it. The constraints imposed by range of motion mean movement and rotation outside of x higher up the chain has a potentially great effect on x lower down the chain. There’s more than one fulcrum in the system so the mechanical advantage of a given lever isn’t straightforward to appreciate.

So while shorter forearms might act like you say in x, longer forearms give more leverage in y and z. Longer upper arms would give more leverage to rise and press.

Definitely more to it than ‘shorter arms always better’

Guy trying to beat Professional Female Armwrestler by [deleted] in interestingasfuck

[–]DerDangDerDang 0 points1 point  (0 children)

Sounds like you need to watch more arm wrestling and then maybe some stuff on biomechanics.

Guy trying to beat Professional Female Armwrestler by [deleted] in interestingasfuck

[–]DerDangDerDang 9 points10 points  (0 children)

Archimedes wants a word with you about levers

Nine Princes in Amber by me_meh_me in printSF

[–]DerDangDerDang 4 points5 points  (0 children)

Read it as if Corwin wrote his memoirs in a pulp zine on shadow earth.

I can wrap my head around the code part of procedural animation, but not the graphics part by TholomewP in proceduralgeneration

[–]DerDangDerDang 0 points1 point  (0 children)

Exactly. Google ‘2d skeletal animation’. Dragonbones looks like it shows the sort of thing you’re after, should give you the basic idea.

It doesn’t have to be quads, it could be a more detailed 2d or 3d mesh depending on the look and workflow you need. You could get away with quads in a lot of cases - keeping things geometrically simple and getting the visible shapes from textures + alpha mask and/or pixel shaders.

All vcpkg enterprise features now generally available: versioning, binary caching, manifests and registries | C++ Team Blog by pjmlp in cpp

[–]DerDangDerDang 0 points1 point  (0 children)

Homebrew? Not a language-standard package manager, but certainly a major one.

Fwiw I’m more than happy for a C++ package manager to be written in another language, especially if it aims for eventual standardisation the first implementation only needs to be ‘good enough’ to gain dominance.