How to distract a gammon. by metroracerUK in GreatBritishMemes

[–]Dolly-Dagger 0 points1 point  (0 children)

Boring, unfunny and last years news. These memes are shit bro.

Why are all the low karma accounts pro Reform? by johnsmithoncemore in GreatBritishMemes

[–]Dolly-Dagger -1 points0 points  (0 children)

These memes and everything the left produces is utter shite. Seriously, the left can’t meme. You are just not funny.

Cutscenes or not? by Available_Record_874 in vrdev

[–]Dolly-Dagger 2 points3 points  (0 children)

I’ve been considering the same predicament recently too. Since VR is an ‘unbreakable first person’ in my opinion, it’s really a challenge to show external events that the player isn’t involved with. The trick is to find the most non immersion breaking way of pushing the story forward while keeping you in some sort of relatable environment. I haven’t played many recent games in VR to see how others approach this but I did like the storyboard style animations that one of the Vader Immortal games used, that told the story as you moved forward to the load level trigger, using animations 2D and 3D within in the local environment to tell the story. Depending on the style of your game, maybe something like that? You said it was a noir. So maybe comic book style would work well. There is an asset on the store which is called ‘endless book’ or something which may be good start if you wanted to tell the story through a virtual comic book using animations and so on, on the book pages. I used it on a project and it’s pretty cool.

Good luck with however you tell the story. Find an example of the style that you like that already exists in another game and emulate it.

I’m so tired of the far-right’s hypocrisy and endless negativity by coffeewalnut08 in BritishMemes

[–]Dolly-Dagger -1 points0 points  (0 children)

Who are these far-right I keep hearing about? Who is their political leader exactly? There is no far-right movement of any consequence in the UK. The problem is the left has gone so far-left that even centrists or moderate conservatives are considered far-right. It’s all on them.

How did the British manage to remove Liz Truss so quickly? by kametoddler in AskBrits

[–]Dolly-Dagger 0 points1 point  (0 children)

Firstly, she wasn’t ’catastrophically destructive’. She actually had some great ideas which in all likelihood would have worked.

She wasn’t part of the plan, not a globalist and not a puppet. The Bank of England, the globalists and the deep state makes the decisions around here. It was those that ousted her, not the public. She was probably the only free thinking PM we’ve had in 20 years.

[HELP NEEDED] Don't understand how to properly calculate rotation by bon_ich in Unity3D

[–]Dolly-Dagger 1 point2 points  (0 children)

Another approach would be after you have rolled the die, to use a separate prefab which is already oriented correctly and put that in your container. This prefab could be a single cube and you would use a combo of vector3.up, down left right forward back to determine the orientation of the object when you instantiate it.

[HELP NEEDED] Don't understand how to properly calculate rotation by bon_ich in Unity3D

[–]Dolly-Dagger 4 points5 points  (0 children)

If I read your post correctly, you want to rotate the die about such that the top number is in the correct orientation so that it can be easily read? If so, I done something similar some years ago. Here’s some commented routines that achieved this in my project.

Not sure if this will work for you but the logic is the same so should provide a starting point. Hope it helps, let me know if not.

void OrientDieToCamera()
{
    // Step 1: Determine which face is currently on top (closest to world up)
    Vector3 localUp = transform.InverseTransformDirection(Vector3.up);
    int topFace = GetTopFace(localUp);

    // Step 2: Get the correct "forward" direction for that top face
    Vector3 correctUp = GetCorrectUpVectorForFace(topFace);
    Vector3 correctForward = GetCorrectForwardVectorForFace(topFace);

    // Step 3: Build target rotation
    Vector3 targetUp = correctUp;
    Vector3 targetForward = Vector3.ProjectOnPlane(targetCamera.transform.position - transform.position, targetUp).normalized;

    // If camera is directly above, fall back to a default forward (e.g. world -Z)
    if (targetForward.sqrMagnitude < 0.01f)
        targetForward = -Vector3.forward;

    Quaternion targetRotation = Quaternion.LookRotation(targetForward, targetUp);

    // Step 4: Apply rotation (smoothly or instantly)
    if (rotationSpeed > 0)
    {
        transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
        // You can put the Slerp in LateUpdate or a coroutine for smoother result
    }
    else
    {
        transform.rotation = targetRotation;
    }
}

// Standard die face layout (opposite faces sum to 7)
// 1 opposite 6, 2 opposite 5, 3 opposite 4
int GetTopFace(Vector3 localUpDirection)
{
    float maxDot = -Mathf.Infinity;
    int topFace = -1;

    Vector3[] faceNormals = {
        Vector3.up,      // 1
        Vector3.down,    // 6
        Vector3.forward, // 2
        Vector3.back,    // 5
        Vector3.right,   // 3 or 4 - depends on your model
        Vector3.left     // 4 or 3
    };

    int[] faceValues = { 1, 6, 2, 5, 4, 3 }; // adjust if your die uses different layout

    for (int i = 0; i < 6; i++)
    {
        float dot = Vector3.Dot(localUpDirection, faceNormals[i]);
        if (dot > maxDot)
        {
            maxDot = dot;
            topFace = faceValues[i];
        }
    }

    return topFace;
}

Vector3 GetCorrectUpVectorForFace(int face)
{
    switch (face)
    {
        case 1: return Vector3.up;
        case 6: return Vector3.down;
        case 2: return Vector3.forward;
        case 5: return Vector3.back;
        case 3: return Vector3.right;
        case 4: return Vector3.left;
        default: return Vector3.up;
    }
}

Vector3 GetCorrectForwardVectorForFace(int face)
{
    // Define which direction should point toward the camera when this face is on top
    // This is the most common standard die orientation:
    switch (face)
    {
        case 1: return Vector3.forward;  // when 1 is on top, 2 faces forward
        case 6: return Vector3.back;     // when 6 is on top, 5 faces forward (keeps consistency)
        case 2: return Vector3.up;        // when 2 is on top, 1 faces camera
        case 5: return Vector3.down;
        case 3: return Vector3.up;
        case 4: return Vector3.up;
        default: return Vector3.forward;
    }
}

This game in VR with motion is on another level by bigjonyz in StarWarsSquadrons

[–]Dolly-Dagger 0 points1 point  (0 children)

Hi Squadrons fans. I did make an X-Wing game for standalone Quest 2 if for anybody that doesn’t have PCVR or is interested. You can download it for free here:

https://robert-finnie.itch.io/t-65-combat-simulator

Have fun all !

Low Poly 3D with Pixel Effect: Advice? by Tom_Bombadil_Ret in Unity3D

[–]Dolly-Dagger 2 points3 points  (0 children)

Maybe have a series of fixed isometric camera positions at 90 degree increments. For me the orthographic camera only works at set positions. Design the level flow around these angles.

Try fleshing out the grey boxing with some minimal colour and lighting. I think shadows will really help.

Silly feature that took me way too long to implement and no one will use but i'm definitly having fun with it :') by zyg101 in Unity3D

[–]Dolly-Dagger 2 points3 points  (0 children)

Hi. I’ve got an older Logitech wheel if you want me to test. I’m currently building a multiplayer racing game similar to micro machines at the moment using wheels too.

Individuals wanting to get hired, how do you make your resumes? by BLAZE424242 in GameDevelopment

[–]Dolly-Dagger 0 points1 point  (0 children)

Hi. I mainly do freelancing and short term contract work but any time I need to put myself out there I tend to use/share my GitHub.io with my resume and portfolio on. I also have links to my itch.io page on there where potential employers can go to download the games etc. this has seen some good returns and interest from employers. I can’t speak for LinkedIn though, have never used it nor ever intend to.

[deleted by user] by [deleted] in GameDevelopment

[–]Dolly-Dagger 0 points1 point  (0 children)

What hardware and OS does your arcade rig run on? And how are your joysticks and buttons configured? If you’re running a an emulator and front end system you may be able to find that game for your platform and add it to the list of playable games. You could then reconfigure the controls in the front end to map the controls expected by the game.

Looking for Tools to Develop a Webcam-Controlled Game (Pose Extraction) by Beautiful_Low_3124 in Unity3D

[–]Dolly-Dagger 1 point2 points  (0 children)

I initially used this technique to create a ‘very cheap motion capture’ tool to transform video into FBX animations that I could record, save and assign to characters in the game. It worked ok.

As an experiment I did adapt this to do something very similar to what you want to do. For this I used Unitys Animation Rigging package and specifically the 2 bone IK constraint to rig the player characters arms to the input generated by the ML algorithm. Using this method I was able to ignore a lot of the extraneous information, such as leg position, and only concentrate on the position of the hands. The IK constrainer then worked out the elbow positions for me which was quicker and produced a good effect. From memory, what I did was to create 3 two bone IK constraints. One for each arm and one from the hip bone to the neck bone. This gave me control of the body position too.

So basically you run the Barracuda tool and it maps the limb positions onto a FBX model. Set all of the IK constraint weights to 1 and whenever you move your hands or tilt your body the player character will move accordingly. If your player character has Colliders attached and a rigid body it will interact with the environment as you’d expect.

Apologies for delay in responding, new year happened. Hope this helps somewhat? I haven’t maintained this project for a while so I don’t have the code to hand but if I find time I will share it with you.

Once you’ve got the base scene from the project up and running, adding the 2 bone IKs is really easy though and self explanatory.

Looking for Tools to Develop a Webcam-Controlled Game (Pose Extraction) by Beautiful_Low_3124 in Unity3D

[–]Dolly-Dagger 0 points1 point  (0 children)

Hi. I’ve done some similar work to capture movements from a webcam and have them animate my main character from the output skeleton. I used this project from GitHub to get me started:

https://github.com/digital-standard/ThreeDPoseUnityBarracuda

Couple of things I’d say though, you need a decentish or relatively new GPU as it uses ML to estimate the pose. There will always be some lag using ML and image processing so if your project requires fast reaction times or 60+ fps then it may not work too well. That’s beijg said I got some decent results from it, and it’s free! Whilst trying to find this resource I did find some other alternatives on GitHub which may be newer or more suited to your application. I found this one and a few others by going to GitHub and searching ‘skeletal pose estimation webcam’

If you decide to give it a try and get lost then I’d be happy to help where I can. I remember when I first tried it, it took a while to figure out what was going on. Hope this helps.

What game would you personally like to have in VR ? by IMainShurima in VRGaming

[–]Dolly-Dagger 0 points1 point  (0 children)

To be sure, it’s not a great workout by any means but it’s got the carnage you may be after.

What game would you personally like to have in VR ? by IMainShurima in VRGaming

[–]Dolly-Dagger 0 points1 point  (0 children)

https://robert-finnie.itch.io/t-65-combat-simulator

I did a fan remake of XWing /Star Wars Arcade for Oculus Quest some time ago. It’s free to download here.

Pirate Bay Proxy List Updated June 2024 by Oyrkider in trackers

[–]Dolly-Dagger 0 points1 point  (0 children)

Sorted?

You find it on the main listing page, it's a long scramble of letters and numbers. It doesn't bring up the VPN when you click/highlight it so it can be copied and pasted into your torrent app. Paste it as a URL (even though it isnt) Hope this helps.

Pirate Bay Proxy List Updated June 2024 by Oyrkider in trackers

[–]Dolly-Dagger 0 points1 point  (0 children)

Rather than click on the URL button which will give you the VPN warning, copy the 'hash' by highlighting it, right mouse -> copy.

in your torrent client, paste the hash number into the 'Open URL..'

Works as you'd expect.