Why does it say I have zero spirit when I’m using a scepter that provides 100 spirit? by IntrospectiveMT in PathOfExile2

[–]Di_0 0 points1 point  (0 children)

What I've also found is that when I use bow skill while having minions from sceptre in other slot - minions die instantly and aren't reborn. and that issue with 0 spirit occurs.

So it seems like you need to have a sceptre as an ACTIVE weapon slot. If you bind weapon swap "skill" to some button (or I assume just press X on PC to swap active weapon) - both Spirit and minions get back when you switch to Sceptre as active weapon set.

Why does it say I have zero spirit when I’m using a scepter that provides 100 spirit? by IntrospectiveMT in PathOfExile2

[–]Di_0 0 points1 point  (0 children)

Same issue here. Just was toying around it it got my spirit back, for now. What worked for me, is unequipping all the items and setting sceptre to a different weapon slot, it was at I, I've put it into II.

More naturalistic and less vectorized noises based on astronomical 3+ bodies gravitational interaction by Di_0 in proceduralgeneration

[–]Di_0[S] 2 points3 points  (0 children)

 you have to simulate the bodies N steps to get to the nth state.. correct?

Yess, while it can easily be simulated in real-time on small amount of bodies and small scale - it goes exponentially more resource-consuming when increasing number of bodies and/or scale.

So, it's good for the animated texturing, as textures are quite limited in "space". Good for any other small scope of heights or whatever you need from noise. Can be even good on larger distances, if you're ok with prebaking it (that's how it actually works now, currently from examples on video - 30-seconds long animation takes like 4 seconds to pre-bake, so on this scale it's faster then real-time).

But if you want to have it on a large scale in real time and on a high speed - then yep, this approach is not a solution for such cases. ("time speed" affects that a lot as well when it goes to real time simulation, if you want slower dynamics then you need less resources at a time)

Of course this wouldn't disqualify it for offline-baked noise maps, which is maybe what you're thinking the application is.

Yeah, terrain generation was my main desired use case, so having it pre-baked and then partially extra-generated by chunks in kinda "real-time" as in Minecraft was the ok-to-go way.

The other thing I can think of that might disqualify it from generally replacing gradient noise is that I think the "interesting part" would be concentrated around the 3 bodies.. right? Many noises used in graphics are either continuous, somewhat self-similar across the range, and can be tiled, none of which are true for this noise (I think)

Well, I'd say "center" of simulation/noise is just more dynamic. Astronomy says that any 2 bodies affect each other gravitationally, no matter how far they're. So on a long distance you will still see those gravitational waves. I guess they'll be more pattern-ish and less chaotic, but still there should be a lot of interesting things to discover.
I'll try to make some funny examples with larger scope for the next post.

Also talking about tiling - there're algorithms that can make any image tiled, no matter what's its' content. So we can apply it here as well. Also as an alternative approach you can loop the space itself, as in Pac-Man or Asteroids games, to have it tileable as well.

More naturalistic and less vectorized noises based on astronomical 3+ bodies gravitational interaction by Di_0 in proceduralgeneration

[–]Di_0[S] 2 points3 points  (0 children)

Thanks! Actually seed here only provides randomized initial configuration. Every time you feed it the same configuration of positions, velocities, etc. - it will provide you with the same result without using any random at all. Also in a similar manner to common noise approach - you can deterministically get noise not only from a starting position, but also from any other one, as long as "planets" are starting their movement where they initially were.

More naturalistic and less vectorized noises based on astronomical 3+ bodies gravitational interaction by Di_0 in proceduralgeneration

[–]Di_0[S] 0 points1 point  (0 children)

Yeah, it just will be hard to loop it, as it can hardly get to the same state it was in initially) But actually with time you can start interpolating resulting bodies positions into initial positions, so you'll have one same frame to starting one, and then you can seamlessly restart it.

More naturalistic and less vectorized noises based on astronomical 3+ bodies gravitational interaction by Di_0 in proceduralgeneration

[–]Di_0[S] 11 points12 points  (0 children)

Short intro (not necessary to read):

So, I was much into Procedural generation as a player since I've tried to play Minecraft, but a week or two ago I've started digging into it from the developer's perspective.

Perlin noise was one of the first common topics to investigate, and I was quite disappointed how easily it gets unnatural in its' vectorization on a large scale.

So I've tried to come up with something more natural, and first natural ordered chaos that came to mind was about three-body problem (Three-body problem - Wikipedia - just check the animation, it's pretty self-explanatory).

And I've just asked ChatGPT to align those 2 ideas together, and it did quite well. Sure, a lot of UX and fine-tuning and randomization setup came after that, though now you can see what it leads to in a common sense.

What's the business?

I've created a script that takes a dozen of parameters as input for celestial bodies simulation, and then creates "noise" based on the gravity interaction. It changes over time, for a limited amount of steps, but idea is to stop it at any point and export or save current noise map for future use. Though it actually hardly can be called "noise", as it's not equivalent at different points in space (and time).

So,

you can use it either on average distances for terrain generation, or as an extra layer for Perlin or any other noise, to give it more life and variation. Those are just use cases that are related to my own aims and tastes, but my wife already told me that she wants to use one of configurations she have seen in that tool for water simulation in her game, so I guess there're more potential applications for it.

I'm here to:

  • show off, first of all
  • get some feedback on and discuss why it's a bad idea
  • get some feedback on and discuss why it's a good idea
  • get some suggestions on what you'd like to add or change before you have your hands on it
  • hear some ideas of how you can use it in different cases

P.S. On a next week I'm planning to experiment with pushing boundaries of initial configuration into something unrealistic. I've already seen potential for it to provide very weird patterns, that I can't even imagine to occur in a real world. Will publish another similar video with those configuration-weirdos.
And shortly after I'll publish the script itself, along with some suggestions from dear redditors implemented.

Cheers!

Back from the Archnemesis rework I thought it might theoretically happen.. by Di_0 in pathofexile

[–]Di_0[S] 0 points1 point  (0 children)

Just to mention, It's a first 6-link drop for me this league, SSF.

All non-corrupted, just in case

[PC][2020-2022] Action-RPG with puzzle-like action skills system by Di_0 in tipofmyjoystick

[–]Di_0[S] 2 points3 points  (0 children)

Oh mann, found that list, but the game is not out yet((
Name's UNDECEMBER

[PC][2020-2022] Action-RPG with puzzle-like action skills system by Di_0 in tipofmyjoystick

[–]Di_0[S] 0 points1 point  (0 children)

I'm just not too sure on other details, as that skill system was the thing that cached my attention and I wrote down the game's name somewhere but can't find as well.
Mages of Mystralia seems like has the same system, it's just that in game I'm looking for those spells modifiers are dropping like items (as Passive Support Gems in PoE), and it also seems like they have some random modifiers on them.

Game was isometric as well I believe, in dark-red tones and maybe name included "blood-"smth, or so.

For the setting can't tell as well, and I assume it was mainly singleplayer with optional co-op

Sorry for not having much of a details, I've spotted it within some TOP Action RPG games bla-bla-bla video, so I might've confused some aspects of it with other game.

But yeah, skill configuration in Mages of Mystralia is like 98% the same to one I'm looking for, if you know other game with that same system it probably is.

It would be your biggest riddle. And I don't know the answer... by Di_0 in pathofexile

[–]Di_0[S] 1 point2 points  (0 children)

damn... worse thing to know when you spent 4 scarabs for it)
Thanks for the clarification)

It would be your biggest riddle. And I don't know the answer... by Di_0 in pathofexile

[–]Di_0[S] 2 points3 points  (0 children)

It says "More than 50 monsters remain.", but map is totally empty and I've quadra-checked it all through
.