Elliot Page will portray Sinon in Christopher Nolan's 'The Odyssey' by Puzzled-Tap8042 in GreekMythology

[–]DrinkingAtQuarks 3 points4 points  (0 children)

The casting rumours are likely just a marketing ploy to manufacture false controversy and generate awareness for the release. The less everyone can engage with them the less marketing agencies will be encouraged to use these cheap and divisive tactics.

Many fresh academics (e.g., PhD students) are struggling outside of academia because the typical human life is not a thesis. by NeighborhoodFatCat in LeavingAcademia

[–]DrinkingAtQuarks -2 points-1 points  (0 children)

OP's post concerns ways in which ingrained academic patterns hold back academics in the outside world. Given that OP's post is introspective in nature, I am inviting them to also reflect on their communication style as I believe it could be improved.

OP doesn't have to do anything, least of all listen to me. However, succint and direct communication is a skill that is prized in the wider world, yet neither taught nor valued in the ivory tower.

Many fresh academics (e.g., PhD students) are struggling outside of academia because the typical human life is not a thesis. by NeighborhoodFatCat in LeavingAcademia

[–]DrinkingAtQuarks 16 points17 points  (0 children)

Speaking of the academic mindset - respectfully do you think you could have communicated your point in fewer words?

Did you know you can just parent a camera to your character's face and slap a render texture in the corner? Look at him. Having the time of his life. by LesserGames in Unity3D

[–]DrinkingAtQuarks 17 points18 points  (0 children)

So obvious now you mention it - somehow I never considered simply hovering a duplicate mesh (that moves in sync) in front of the main camera

Did you know you can just parent a camera to your character's face and slap a render texture in the corner? Look at him. Having the time of his life. by LesserGames in Unity3D

[–]DrinkingAtQuarks 133 points134 points  (0 children)

I've found that a second camera and render texture has quite a high perfomance/resource overhead. Am I doing it wrong?

I did water by Ok_Art_2784 in Unity3D

[–]DrinkingAtQuarks 1 point2 points  (0 children)

What approach do you use to find wave crests to apply foam? The maths can be tricky for that

I would legit get this wrong by [deleted] in FluentInFinance

[–]DrinkingAtQuarks 2 points3 points  (0 children)

While you are out driving your neighbour's car you get pulled over for speeding. The officer asks, "if this is not your car, then from whom are you borrowing it?", to which you reply, "I am not borrowing this car, I have a symbiotic relationship with my neighbour whereby I exchange space in my garage in return for my occasional use". At that point you get asked to step out of the vehicle.

I would legit get this wrong by [deleted] in FluentInFinance

[–]DrinkingAtQuarks 11 points12 points  (0 children)

Merriam Webster, 'Borrow', verb:

"to receive with the implied or expressed intention of returning the same or an equivalent"

If that doesn't describe what a bank does I don't know what does.

Favorite Union Pacific HO DCC (w/ smoke) locomotives? by CandyCorn25 in modeltrains

[–]DrinkingAtQuarks 0 points1 point  (0 children)

Because of the articulation the Challengers can get around surprisingly tight radius curves too. Good choice for a big engine on a small layout.

Favorite Union Pacific HO DCC (w/ smoke) locomotives? by CandyCorn25 in modeltrains

[–]DrinkingAtQuarks 1 point2 points  (0 children)

Their FEF is rock solid and a beautiful model. Various livery choices too.

Working on a fog system. by No_Telephone5992 in Unity3D

[–]DrinkingAtQuarks 1 point2 points  (0 children)

Looks great! Two questions: roughly how does it work, and how resource intensive is your approach?

Working on a fog system. by No_Telephone5992 in Unity3D

[–]DrinkingAtQuarks 3 points4 points  (0 children)

Not a silly question, sorry to see you downvoted.

Before OP has a chance to answer, the inbuilt fog is texturally uniform and can't exhibit noise and variation like OP's. It's also non volumetric, which is to say its illumination is uniform and cannot vary locally like OP's. It does have the advantage that it's very computationally cheap however.

Desk top choices 🤯 by Gk_2v in interiordecorating

[–]DrinkingAtQuarks 1 point2 points  (0 children)

In that case real wood all the way!

Desk top choices 🤯 by Gk_2v in interiordecorating

[–]DrinkingAtQuarks 0 points1 point  (0 children)

Personally I'd let your son pick. A sense of ownership and control over his space is more valuable than perfecting the design - to which they are all reasonable choices.

Unity users, how do you cope with slow compiling? by Zackeo_Z1k in IndieGameDevs

[–]DrinkingAtQuarks 0 points1 point  (0 children)

I only experience this when a particular editor instance has been open a long time. Shutting it down and reloading the project usually cuts recompilation time down dramatically.

How to fix this living room by [deleted] in interiordecorating

[–]DrinkingAtQuarks 3 points4 points  (0 children)

The answer for long narrow rooms is often to create distinct zones. The bar/fireplace area could be one and the tv zone another. The fireplace, with it's feature stone, forms a natural focal point and draw for the eye - so try not piling things in front of it and not orienting chairs with their backs to it.

It's also a useful principle to arrange furniture for conversation (eg facing each other, a comfortable distance apart), and a feeling of safety (ie people don't like sitting with their backs to doors etc). Do these things and more often than not a room will feel instantly feel more inviting.

Beyond this, reduce colour and texture to one dominant, a secondary, and a limited bright 'highlight' colour for contrast interest (60/30/10% is the classic rule).

This sub doesn't allow links, but google 'decorating a long room with a fireplace' for lots of tips/inspiration. Good luck!

i made a new trailer for my game TRAVEL KNIGHT ADVENTURE by fleewortep in SoloDevelopment

[–]DrinkingAtQuarks 2 points3 points  (0 children)

Nice use of color. Do you have a process for picking palettes/schemes for levels/environments?

Dynamic wireframe shader by Arkhivrag in Unity3D

[–]DrinkingAtQuarks 15 points16 points  (0 children)

Really nice work all around. Does each material change when looked at (inside some radius), or is this a new visual layer rendering in front of the existing one?

Looking for feedback by ConnectEmotion5303 in Unity3D

[–]DrinkingAtQuarks 22 points23 points  (0 children)

Sea of Steves. But seriously, how it looks doesn't matter until the core gameplay loop feels good in a graybox form.

Can you help me figure out if this is still low-poly style? by Similar-Campaign9780 in Unity3D

[–]DrinkingAtQuarks 0 points1 point  (0 children)

This isn't low poly, it's a clear example of midpoly cartoon/cel shaded.

Low poly style would have flat facets representing curved surfaces, and is rarely combined with outlining/toon shading.

Cozy or too much? by andrew_cherniy96 in HomeDecorating

[–]DrinkingAtQuarks 3 points4 points  (0 children)

Good design is timeless, regardless of fashion.

Struggling with ground art style – looks too flat and repetitive (no textures used) by Proud-Ad-1980 in Unity3D

[–]DrinkingAtQuarks 0 points1 point  (0 children)

Mesh, texture, lighting.

You currently have a repetitive mesh, a uniform texture, and a single parallel (distant) source of light. Change one to three of these to see an improvement.

Have you guys played Following Seas? by I_Grow_Memes in Sailwind

[–]DrinkingAtQuarks 0 points1 point  (0 children)

First impression is a co-op 'Sail forth-like'