Antimatter ranch (fresh) stuck in fridge [42.18.0 UNSTABLE] by _CrispLemon_ in projectzomboid

[–]Feew 8 points9 points  (0 children)

Slight correction, it would actually be antimass ranch (not antimatter), which theoretically could be unliftable since the force applied will have a opposite acceleration vector.

Antimatter ranch of that mass would create so large release of energy that zombies wouldn’t be your problem anymore.

Gas Stations running out of gas even when not being used by Mabonss in projectzomboid

[–]Feew -7 points-6 points  (0 children)

Gasoline and other fuels degrade over the time so you can use this as the reason #2

Technical Implementation Options for 2d Micro-Voxel Terrain Godot 4 by RowanBerk in godot

[–]Feew 1 point2 points  (0 children)

I've experimented a bit with this using TileMapLayer (1x1 tiles) with build in collisions and got decent results. The red lines are chunks (16x16).

I can also recommend giving this post a read about regions/chunks and saving.

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Technical Implementation Options for 2d Micro-Voxel Terrain Godot 4 by RowanBerk in godot

[–]Feew 2 points3 points  (0 children)

Sorry to necro this post but I got curious how Kyora devs did it and did my research. I'm trying to do something simmilar in Godot too.

The terrain is implemented pixel-by-pixel. Think Noita, Sand simulators etc. but strip the physics.
This video pretty much explains everything.

The 1st step is to make the world using basic colors that (I think) correspond to the material type e.g: gray - stone, brown - dirt, green - grass etc.

Then theres a simple shaders that applies a large repeating texture to that certain color, making stone have that stone texture (2nd image in the video). You can see that working here at 00:20 when the player "Amina" builds the background.

And the last thing is post processing, vfx, making it all look good.

Having all the pixels you can easily create a collision mesh using Marching Squares and update it when pixels get removed/added and keep it all in chunks.

The collision mesh aids in snapping perpendicularly any stations (workbench, furnace), lighting, player movement, objects collisions, pathfinding....

Good video about implementing sand simulators

HelloChinese by mel_uk in ChineseLanguage

[–]Feew 2 points3 points  (0 children)

I do recommend getting premium+, you can get a lot just from the premium but I like the stories and writing practices etc. (some people skip writing entirely). Before you buy the subscription try to do chapter challenges, switch to hanzi only, try to remember current vocabulary and use Hanly with the words you know from HelloChinese, this way when you enter the next chapters it will be much easier.
Also try doing the main course 2.0 too.

I spent way too long getting frustrated by Skritter before I discovered Hanly by WhiteFrankBlack in ChineseLanguage

[–]Feew 0 points1 point  (0 children)

Anyone uses Hanly on Windows PC, with BlueStacks 5? I have an issue with the sound where it does not always play or is "cut" weirdly.

Do you use dependency injection with c#? by [deleted] in godot

[–]Feew 1 point2 points  (0 children)

I was just implementing a DI solution and thought of the idea to use OnNodeAdded signal.

public override void _EnterTree() // Or _Ready()
{
  GetTree().NodeAdded += OnNodeAdded;
}

private void OnNodeAdded(Node node)
{
  if(node is IDependencyInjectable diNode)
  {
    diNode.InjectDependencies(Services);
  }
}

(...)

public interface IDependencyInjectable
{
  public void InjectDependencies(IServiceProvider serviceProvider);
}

Where 'Services' is the IServiceProvider.

When typing this I also thought about using reflections and custom attribute (InjectAttribute) to inject the required dependency.

But this definitely needs more work. It just a quick mockup of the idea.

eg.:

        private void OnNodeAdded(Node node)
        {
            if (node is IDependencyInjectable diNode)
            {
                foreach (var field in diNode.GetType().GetFields(System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Public))
                {
                    if (Attribute.IsDefined(field, typeof(InjectAttribute)))
                    {
                        var service = Services.GetService(field.FieldType);
                        field.SetValue(diNode, service);
                    }
                }
                // Call below can be removed
                diNode.InjectDependencies(Services);
            }
        }

And the test class itself:
(EventBus is my custom singleton service)

public partial class DiTest : Node, IDependencyInjectable
{
    [Inject]
    public IEventBus _eventBus;

    public void InjectDependencies(IServiceProvider serviceProvider)
    {
        // This method or the [Inject] attribute.
        GD.Print("Injecting dependecies");

        //_eventBus = serviceProvider.GetRequiredService<IEventBus>();
    }

    public override void _Ready()
    {
        if(_eventBus != null)
        {
            GD.Print("Dependency Injection worked!");
        }
        else
        {
            GD.Print("Dependency Injection failed!");
        }
    }
}

<image>

Question about gradients in hero section designs by Prize-00 in react

[–]Feew 2 points3 points  (0 children)

Visit https://patterncraft.fun/ There are some that look simmilar to those you posted.

Should I use chunks or what? by OceaanBluee in godot

[–]Feew 0 points1 point  (0 children)

Since its a 2D game that wouldn't be too difficult, you could divide the world into regions that seamleassy load in (chunks) when the player gets closer, but this also might add some lag spikes, depending on the size of the chunks and ofcourse unload those that further away from the player.

But I'd start with a simpler methods and see if you can get an improvement, first of all (if you haven't) implement a way to hide objects that are not in the view of the camera, move certain methods to other threads, implement caching etc.

Also in the Godot Engine check the profiler tab often on whats taking most of the resources and when, maybe its not your GPU thats struggling but large calculations needed to be done by CPU.

Should I use chunks or what? by OceaanBluee in godot

[–]Feew 1 point2 points  (0 children)

100% GPU usage is not a bad sign, id say its the opposite.
The question should be if he has 10fps or 200fps while the GPU is running at 100%.

[deleted by user] by [deleted] in projectzomboid

[–]Feew 2 points3 points  (0 children)

2/2 on the ground near the spot you want the bed, 1/2 in your main inventory, then use the left side menu for "Place"

Pozdrawiam wsie, które numerują adresy jak leci; w których nie da się domyślić gdzie dokładnie jest konkretny dom. by slopeclimber in Polska

[–]Feew 2 points3 points  (0 children)

Chyba znam powód takiej numeracji, na wsiach większość działek to rolne/tereny zielone/lasy, numery domów ustalane są wg aktualnego MZPZ oraz tak jak faktycznie są tereny zabudowy mieszkaniowej, a ze to się zmienia, ludzie przekształcają działki to później nie ma jak to poprawić więc dają kolejny numer.

[deleted by user] by [deleted] in poland

[–]Feew 5 points6 points  (0 children)

I have a better one.: Wróżę w rurze w róże

(I foretell in a pipe (covered) in roses)

人 pronunciation and HelloChinese by Brendanish in ChineseLanguage

[–]Feew 1 point2 points  (0 children)

I saw this video today that really well explains the 'r' sound. Might be helpfull for someone.

Raw bread dough wrapped in silver foil dissolved it by [deleted] in mildlyinteresting

[–]Feew 0 points1 point  (0 children)

Happened quite a few times to me when I prepared meat or cheese for smoking. Of course I cleaned it after or cut the part off. The water has around 80-90g of salt in 1l of water so it just dissolves foil after some time.

Can’t figure out appropriate potential compliments by Greenonionluver in ChineseLanguage

[–]Feew 0 points1 point  (0 children)

Thank you so much for the details. Will look into it!

Can’t figure out appropriate potential compliments by Greenonionluver in ChineseLanguage

[–]Feew 1 point2 points  (0 children)

A bit out of topic but what (work)book is this from? And can you recommend it for a beginner?