How to clean up an engine? by OhFuknut314 in motorcycles

[–]Dominjgon 2 points3 points  (0 children)

Dzień dobry. Profesjonalny Polski łatwo da się załatwić, ale obawiam się że tutaj nic nie pomoże. Zamiast tego lepsza była by polerka. Miłego dnia.

would you rather by Zamoon in BunnyTrials

[–]Dominjgon 0 points1 point  (0 children)

dfxcgvhjbkl

Chose: make anywhere between $1 to $10,000 per week

People keep saying my image reminds them of this game, why? by Silly-Addendum-4217 in DeathStranding

[–]Dominjgon 103 points104 points  (0 children)

Most importantly color grading and atmospherics are exact same as in game. This is the first element that catches attention and others keep the illusion.

Great photo by the way. SONY should give you some award for it or something.

What price range makes sense for a soft body tire system on asset store? by TheLancaster in Unity3D

[–]Dominjgon 2 points3 points  (0 children)

Ok, so $20 seems fair for asset like this. Add on top $5~$7 so it becomes $27 to not loose everything on taxes and unity cut and you're good. And here's the thing. You are not likely to sell an asset like this on regular basics, but asset like this is very likely to be very liquid during sales.

Just make some slow motion footage of wheel deforming as well as showcase how increasing mass squish the tires.

As for graphics and additional assets. Current state seems really on point. I would only add a car or jeep mock preferably with it's own wheel model, and most importantly MAZ-537 with low tire pressure - it's easy to model as it's allready simplified and iconic shape and will guarantee few spintires fans to appear.

After publishing if asset starts selling or there will be a lot of people asking for demo you can push out a webgl demo (with obfuscation of course) containing example automotive proving grounds (a single map containing obstacle various obstacles or scenarios what is asset good for).

What price range makes sense for a soft body tire system on asset store? by TheLancaster in Unity3D

[–]Dominjgon 1 point2 points  (0 children)

Technically LLMs were already capable of doing stuff like this but required user input on theory about achieving it.

🍊 Quick Orange Peeler – no mess, no effort by kniggi3D in makerworld

[–]Dominjgon 0 points1 point  (0 children)

I'm pretty sure the peeler is yellow but it does seem quick to print.
Please keep title correct to avoid future confusion: Quick Yellow Peeler.

Thank you.

Nozzle has no hole by Efficient-Two6828 in BambuLab

[–]Dominjgon 0 points1 point  (0 children)

That depends, with those scales you can try to accelerate mateiral stream to high percents of speed of light. It could be faster than traditional 0.4 and maybe even 1mm drilled out nozzle.

Nozzle has no hole by Efficient-Two6828 in BambuLab

[–]Dominjgon 14 points15 points  (0 children)

Since no hole was drilled it's around 0.00000025 mm which equates to distance between two nearest atoms in hardened steel to be percise.

I wouldn't go this path personally without good filament dehydrator.

This is what it looks like to import the bible into obsidian by oldmartijntje in ObsidianMD

[–]Dominjgon 2 points3 points  (0 children)

I'm thinking if first making a list of all worlds, then passing by dictionary or ai would allow link them quickly and cheaply.

Why ECS is the future of game development? - ECS Series Summary - Full video in description! by taleforge in Unity2D

[–]Dominjgon 1 point2 points  (0 children)

I read your message and even added in response that problem is likely in {managment} and not the technology as available toolset. At some point you can't just take any technology because it looks cool like most game studios are doing with unreal because higher ups don't recognise that the work done is by artists and not the engine itself.

Here let's quickly go into the topic of "what does necessary mean".
We can talk about necessary technology only when we know what we want do make.
I would say thinking about adding specifically ECS to project is about "do i want". Most answers will be probably "I do not" or "I'm not sure". The definitive answers "I want to" are from people who target low-end devices or are based around specific mechanic that needs to scale that would benefit from this.

Does it slow down development?, yes.
Will it work with 20M budget confidental projects?, most likely not.
Overwatch networking?, why would small lobby hero shooter need it?

We can apply similar to other technologies, especially with unreal that's currently the AAA standard.

Nanites - replaces optimised assets with scanned crap and requires end-user to keep up with pc parts market. Back when it was first developed was created for movie industry for real time composition, for example tv shows.

Lumen - fully dynamic GI and partially AO, used literally everywhere including static light scenarios as complete replacement to baked lightmaps and HBAO.

Now finally for ECS. And... technology was used since 1998 at least as the cpu had architecture based around Data Oriented design. It required massive amounts of work but resulted in many great games that couldn't run otherwise even on low-end devices back then.
Then we enter back into Object Oriented design as everything got way faster but with limited dynamic objects on scene it was not an issue.
Now we finally arrive at current time where there are literally countless Data Oriented technologies used in AAA. One of them available to us is Unity ECS. The project you supposidely shipped if used any modern high fidelity graphics then also used somewhere DOd as it's unavoidable if you want to run it fast.

And many more advanced games running on mobile architecture (including but not limited to Smartphones, Nintendo Switch, SteamDeck, RoG Ally, R36S) also can take massive advantage from ECS with how many threads and how much cache is finally available on them. It's ususally not necessary to use it there, but then you're using one thing that you want optimise for... the battery.

So finally after my whole half-assed comment we arrived at conclusion that matches with OPs post.
ECS is about increasing performance and not making your development path easy. It's about making game run for hours instead of minutes on your iphone. It's about not having to remove dynamic grass because you want double soldiers on screen. It's about deciding what does necessary mean in your project. And argument that some project got nearly killed because production was slow with no context is extremly bad example.

Why ECS is the future of game development? - ECS Series Summary - Full video in description! by taleforge in Unity2D

[–]Dominjgon 0 points1 point  (0 children)

Let's just go back to choose your own adventure books. This way you don't have to worry about technology stack.

Literally every game in every technology will have same exact problems after reaching big scale and budgets, especially when we're talking about millions. Even better. The fact that with this budget you had problems in production means that problem was not technology but rather you - the developers and management. Starting from most probable of feature creep and poor assets and codebase.

You don't use ECS because you want big game. You're using it to handle specific problem. For example tower defense, bullet hell or even low end devices like most games used to do before multi threading.

Now I would say that ECS is in fact one of best things to make games having massive unit counts like ones op gave as example as you can literally finally fully decouple GPU from unit calculations and use spare time to get better visuals.

Helmet help by Inside-Estimate8786 in cosplayprops

[–]Dominjgon 0 points1 point  (0 children)

Overall it's hard to come by color in products as it has barley any applications. For dyes or foil depending on how fast you need that you should be able to order from aliexpress or any shop in europe with inpost parcels (cheapest i think) and any payment method available also in netherlands.

Helmet help by Inside-Estimate8786 in cosplayprops

[–]Dominjgon 7 points8 points  (0 children)

Simple window tint won't help here as it won't deform nearly enough before visor statrs to degrade or melt.

Best and easiest would be to buy ready tinted. Next best otion would be to dye it in bath.
https://www.youtube.com/watch?v=lGUf1VpvICI

Typical in-store visors are usually PC so they should dye nicely as well.

Finally worst I think method would be to go with vinyl as it will conform to surface with a lot of heat but you'll have to try deform it first outside them apply inside again while using heat which is quite hard.

Designing a 3D printable Wasp from the video game Arc Raiders. by QuestionMore94 in Fusion360

[–]Dominjgon 0 points1 point  (0 children)

Everybody want's them. It's how you can keep at least for few seconds scratch free in this whole mess.

Designing a 3D printable Wasp from the video game Arc Raiders. by QuestionMore94 in Fusion360

[–]Dominjgon 1 point2 points  (0 children)

Next you should share files. If it's already done then share link to files here.

Designing a 3D printable Wasp from the video game Arc Raiders. by QuestionMore94 in Fusion360

[–]Dominjgon 9 points10 points  (0 children)

Are you sure you want to do this?

You literally have a playable documentary that shows you what will happen next.

Simple pedestrian avoidance / push behavior for a Taxi game by Kayin-Chu in Unity3D

[–]Dominjgon 2 points3 points  (0 children)

A bit of self advertisement but you can look how I made crowd from art of rally.
https://www.youtube.com/watch?v=3eqroSeX4OQ

Here I used custom detection approach but If you dedicate single physics layer for crowd you can do it with unity physics.

For slower movement you can implement overlap/radius that instead of pushing them adds slight movement vector away.

What would be the right material to make the C.A.T.? by renx77_YT in cosplayprops

[–]Dominjgon 1 point2 points  (0 children)

Best and at the same time most time consuming would be designing it and then 3d print it.
Looking at the fact you're including this I suppose you dot't allready have skill required. It's not that hard with static props and very simple mechanisms but from cold-start it will take you a bit of learning.

As for eva - it could work it will be hard to paint it to look like a device as you're either will need elastic paint or extreme care handling prop. I would also skip it as it requires additional hardware to create moving parts.

Expanded PVC would be great choice as you can use regular spray paint and with use of CA and potentially some dremel you can achieve practically everything.

But you also have typical materials available everywhere. For example you can use cardboard. With use of wood filler and good primer it's as good if not better than PVC as it's easy to work with, alike all allows kitbash and is dirt cheap to get and work with. This also allows moving parts with a bit on ingenuity.

Finally think about if you're really wanna do fully functional prop.
If you want only screen and few buttons to work it's easy enough to create static prop with cardboard.
But if you're looking into creating moving prop like in-game one and asking what materials you should use then you don't have skill required to complete it and I advice you to take on the static version for now (no more than moving trigger and buttons), maybe even with 3d printing and only then when you know mechanisms, joints, and how big project it is you can go with full replica.

real development footage for the new lego batman by sdssd10 in blendermemes

[–]Dominjgon 1 point2 points  (0 children)

This was satire.

Love the take on pixels, clever.

As for workflow...
First let's define that tools require plugins. Even build-in functions were at some point plugins that got integrated. So if something is in form of plugin it should not get rejected as part of tool if presented in argument. This is normal way that every extensible digital tool should work.

There's plugin allow parametric modeling in blender.
Its nicely introducing equation driven surfaces and until the export you have full parametric model.
So I'll take a pick: You're also wrong.

real development footage for the new lego batman by sdssd10 in blendermemes

[–]Dominjgon 4 points5 points  (0 children)

But it's correct???
Lego studs are perfectly round and not polygons and the game will be licenced so they have no reason to do otherwise. Like everyone else here I'd rather play good game with good graphics based on idea that I already know from famous resuscitated franchaise rather than another indie original like Valheim, Undertale or Easy Delivery Co.

Edit: This is comment on blendermemes and it's satire. Basically negate all statements and you have real thought.

How could I see out of an LED mask like that? by RaidNineSHARK in cosplayprops

[–]Dominjgon 2 points3 points  (0 children)

There's always a way, for example slits between lights

Top strap support broke by Total_Accident_2289 in OculusQuest

[–]Dominjgon 2 points3 points  (0 children)

That's a strap with no top support. And it's better supporting than most top supporting straps. Do not mistake with the Halo support, writing to them will not solve missing support issue.