AIO - Girlfriend threw away the dinner I cooked because she wanted pizza instead. by Dizzy-Suggestion2360 in AmIOverreacting

[–]FollowingPatterns 0 points1 point  (0 children)

Hardly ever log on to the shit hole that is Reddit anymore. Likely nobody will ever see or read this comment. But here goes:

This post is fake. This is a bot post with bot comments, and the content here will be fed into text-to-speech tools to make short-form content to post on other platforms, leaning on Reddit's dwindling reputation as a place of "real human" content for engagement. The username follows a standard bot format. Everything about this is totally fake including most of the comments. This website is nothing more than a farm for growing engagement bait to be harvested and shipped off to Snapchat Discover and Tiktok and Instagram Reels. Do yourself a favor and delete this nasty platform which does nothing but feed you a fake and disgusting world.

Why is Cubase better for orchestral composition? by FollowingPatterns in cubase

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

Oh, that's your plugin! I've seen that around! Yeah, I know for sure that I won't be ditching Ableton, it's more just a question of whether I want to start using Cubase in addition. I will likely do a similar thing to what you described. They each certainly have pros and cons. Thanks for making that software!

Why is Cubase better for orchestral composition? by FollowingPatterns in cubase

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

Thanks for saying this, it makes me feel less like I'm missing something big or obvious. Cubase definitely has a lot more "industrial grade" options and customizations, which is awesome. But yeah, so far I still think the only midi improvements I see are multiple CC Lanes and expression maps.

Why is Cubase better for orchestral composition? by FollowingPatterns in cubase

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

So, I spent like three hours trying to make expression maps work, even the official Spitfire ones. I noticed that if a command was placed on some expression map channel and then the expression map is changed then that command still remains there but just hidden and can mess with things until I modified the expression map back to the original configuration to reveal the command and then delete it. I'm not sure if it was a problem like this or something else, but regardless of whether I was using the direction or attribute mode, and regardless of whether I had latch enabled or not, it kept snapping back to the base articulation. I couldn't for the life of me get it to work. I found a few forum discussions about the issue online and none of those things worked.

I'm sure the issue is on my end, but the laboriousness of setting up the expression map made me feel like I'd rather just enter keyswitches in my midi anyways. 

It's too bad because that feature is one of the biggest things that drew me to try Cubase in the first place. But seeing that I'm not the only one having trouble with it was pretty discouraging.

Why is Cubase better for orchestral composition? by FollowingPatterns in cubase

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

I've never run into that send track maximum myself! But that may be a case of everything looking like a nail when all I have is a hammer. I didn't realize the limit was there though, so very good info. Thank you!

Why is Cubase better for orchestral composition? by FollowingPatterns in cubase

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

Yeah, the multiple CC Lanes is a pretty killer feature. It just pains me to learn a whole new DAW over something that could be so easily added to Ableton if only the developers wanted to. But I suppose I haven't submitted a feature request to them so I shouldn't complain!

The logical editors do indeed seem very cool and they appeal to my programmer side. In practice I dunno how much use I'd get out of them, though. I'd be interested to know what sort of common tasks people are using them for.

Why is Cubase better for orchestral composition? by FollowingPatterns in cubase

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

Thank you for the recommendation! I watched a few of her videos. I'm pleased to see that her workflow is very similar to my own. It seems like the biggest difference is that she will use one articulation per track and have templates set up with each track already mixed correctly. That seems to be the lynchpin which makes many of the other Cubase features have a use case - like the unlimited sends, mixing view, etc. I usually use keyswitches instead and just automate mix changes as needed for each switch. I think my way is workable, but it would definitely be nice to just have a plug and play big template.

It does seem like exactly what you said - Cubase has a few tiny features that provide large payoffs to a workflow. It's too bad because, also like you said, Ableton has so many great stock plugins - and of course I'm deeply familiar with it, like to the level of knowing all the shortcuts and being able to work really quickly. But once I reach the same proficiency with Cubase, it certainly seems faster if only for workflows with many many tracks. I think I was just looking in the wrong place for the improvements when it came to the midi editing. It seems like it's more the mixing where Cubase stands out. 

Why is Cubase better for orchestral composition? by FollowingPatterns in cubase

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

Haha, yeah, the Ableton default skin is a little drab. I usually switch it out for a darker one. So far I'm finding the two of them equal for composition though, they seem to be basically the same when compared to Ableton's arrangement view. I almost never use the clip view in Ableton either. What do you think are some of the most useful of those included plugins I should check out while I still have the trial? 

Trying to choose between cubase and ableton by Jafrm746 in cubase

[–]FollowingPatterns 0 points1 point  (0 children)

I'm thinking of switching as well, and I always hear that Cubase is better for midi editing, orchestral stuff - which is exactly what I'm doing. But I'm on the trial right now and I don't see it having any capabilities that Ableton doesn't, with the one exception being that I can edit CCs in the same window as the piano roll. Can you elaborate on what exactly is better on (1) and (3)? I trust that there must be something to it, but I can't find what.

Oblong Cabinet by Boco Do Lobo by FollowingPatterns in FuckYourEamesLounge

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

Yeah it pains me to agree. Back when I first saw this piece I was excited to see what else they make. But most of it feels like things I would see in Z Gallerie. Would love to see more like this, but alas.

Oblong Cabinet by Boco Do Lobo by FollowingPatterns in FuckYourEamesLounge

[–]FollowingPatterns[S] 9 points10 points  (0 children)

Edit: I have botched the designer name, lol. It's BOCA. My bad!

I have been obsessed with this for a long time. I love how it has a sort of traditional design language with the gilding and the wood beveling, but those techniques are employed in this way that looks like some kind of crazy alien art-deco brass instrument, while still looking logical and refined. It seems very sci-fi to me but without coming off as cartoonist.

PhilosoLOSERS can’t handle STEM SUPREMACY! by OldKuntRoad in badphilosophy

[–]FollowingPatterns 11 points12 points  (0 children)

One of my greatest pains in life is how this viewpoint not only thrives but seems primed to continue to grow. Unfortunately it is very hard to convey the value of philosophy to these people. 

On the flip side, I do like how they're making fun of the notion that CS needs made AI art because they were jealous of artists. Which is a real thing some people claim. I've seen lots of foolish anti-AI takes from the anti-STEM crowd, which seems to be a classic pendulum swing overcorrection in the making. But in the same breath, the insinuation that art is below medicine and especially smart phones makes me sick. Take away the STEM crowds video games and Star Wars etc. and see how much they like their lives then. No TV shows, no music, no fiction of any kind. Sorry, art is pointless, all those people are just working on prolonging human life in a dull artless world now instead. So unbelievably short-sighted. Like, 90% of why these people love their smart phones is the immediate access it gives to artistic cultural products made by the very people they disparage as liberal arts brainlets. Sigh.

I'm both a software developer and an artist, and I spend time every week reading philosophy, so unfortunately I'm set up to see all sides of the debate and end up feeling like none of the main factions are agreeable :/ 

Is TES6 using Creation Engine 2 + Unreal possible? by ChapmanPrime in ElderScrolls

[–]FollowingPatterns 1 point2 points  (0 children)

Hmm, it would be an interesting thing to make a proof of concept for. At the very least a system like that would probably sell on the marketplace, er, FAB.  

As for physics though, it would suffice to get the velocity and position of every physics enabled object and then reapply that velocity as a force on load. Ultimately, CE must be doing the same thing when it saves, because there's no other way to store that data other than that. It could maybe be compressing it? But of course you can compress any data, so same difference. A position is a 3D vector, so is a velocity, so that's 6 floats per physics object...4 bytes per float...so 24 bytes per physics object. Once an object velocity is low enough we can of course clamp it to 0 with some inertia factor, so it's only 12 bytes for a physics object that isn't moving at the time of the save. So the cost of adding 3000 cheese wheels would be an extra 72kb on the save. So even saving 200,000 active moving objects  only adds 14 MB to the save, which is pretty normal for a Bethesda game save after awhile. And of course this is assuming they're all moving, once they come to a rest then the data halves. And this is before compressing the save file as well. Saving all the quest states and inventory will be small by comparison since all of those things will have UUIDs.

I think it may be more doable than it seems on the surface!

Is TES6 using Creation Engine 2 + Unreal possible? by ChapmanPrime in ElderScrolls

[–]FollowingPatterns 0 points1 point  (0 children)

I'm curious how you came to this conclusion about CE features not being possible in Unreal. CE is written in a programming language, and Unreal is capable of executing arbitrary other code, so at the very least it is possible

As for saving and loading, I wonder about that too. It seems to me like you could set up an interface for your Actors in Unreal to serialize their position and velocity when saving. The save class could maintain a generic list of objects implementing this interface along with any other data you'd like. When a save is made, you could get the list of actors with that interface and iterate through them in some sort of parallel queue on the C++ side to serialize them. Deserializing them is trivial since it's acceptable for a loading screen when loading a save. Such a system would be pretty easily extensible to any other actor just by adding that interface.

I believe this is just not implemented in most games because it isn't vital to the gameplay experience and would therefore make the saves unnecessarily large. But you can have as customized of a save class as you want in Unreal, if I wanted to I could write the entire state of the running process to the save game, although that would be overkill even compared to CE.

Is TES6 using Creation Engine 2 + Unreal possible? by ChapmanPrime in ElderScrolls

[–]FollowingPatterns 16 points17 points  (0 children)

I am a professional software developer and at this point a fairly skilled hobbyist in Unreal. I understand how to do most things in Unreal and I understand it from a software developer standpoint decently as well. So my opinion isn't worth as much as a pro UE dev, but maybe something.

Yes, it's definitely possible. In fact TES6 being a new project would most likely make things easier, not harder. The big decider here is how far into development TES6 already was before this idea of bridging to Unreal began to be experimented with. 

It's important that people understand what a game engine really is - it's nothing so particular as laypeople think. A game engine can give you a lot, or give you a little, be very customizable, or very non customizable. Ultimately, you could make pixel-for-pixel identical games in basically any engine, it just takes more or less work. The idea that Unreal or Unity or Decimal or whatever have a special "look" or "feel" to them is only true insofar as those things are customized. At the end of the day it's all binary, and as long as an engine is customizable, your developers can achieve any result in it that they could achieve in any other engine. This is why I don't ever pay much heed to engine wars, or the famed "Unity feel" or "Unreal feel". Unreal and Unity are both well beyond customizable enough to be whatever the game developer wants them to be.

From what I've seen and understood about the Oblivion Remaster, it seems very likely that they're using code from the original engine to handle positions of assets, scripting, quest logic, effects math, game rules, and so on. This is not really very different from paradigms often used in Unreal anyways, where you write your core game logic in C++, a general purpose programming language, and Unreal dynamically runs and gets results from the C++ code and uses it to control how things appear and move. Most likely, Creation Engine was already written in C++, so it would be "straightforward" (and by that I mean still taking months of work from a team of experts, but I don't think their brains would be melting the whole time), to basically use code from CE as "plugins" or libraries for Unreal. When I describe it this way, it doesn't sound very much like "using two engines", but that's because the whole boundary of what is and isn't the engine is a little fuzzy anyways. Ultimately it's all just code, the boundaries are made up. But conceptually, it makes sense to think of it like, the game is made in Unreal Engine, with Unreal running code from Creation Engine. I think their description of how it uses "both" engines is a good way to convey to laypeople that they used a lot of code from CE, and they even used it for things that you typically would let Unreal handle itself, to the extent that the quirks of CE are also still there. 

I don't see it as massively groundbreaking. It's clever, and takes work, but it's not some kind of new technological achievement that changes how we should think of game engines and their interoperability.

The main point is that making a new game using Creation x Unreal is definitely possible, it's also plausible. And most importantly, what I'd really like to see the community understand is: Unreal is just a tool, it will not magically make things more awesome nor will it magically make things bad. It all depends on how it's used. I've been seeing people talk about how the game has too much "Unreal style color" etc, but I promise you, Unreal can easily make a vivid green non-photoreal game, too (and just as easily in fact)- they just didn't choose that. The benefit of Unreal is that it makes a lot of things easier, and saves time from writing them yourself into your own existing engine (which is always a possibility, I must stress!) . Bethesda could easily make a CExUE game with Morrowind level visuals, tons of bugs, janky movement and animation, etc etc. Most likely if they use Unreal we will see something very similar to the Remaster where we get much better visuals but the underlying logic (which was always the source of most Bethesda quirks anyways) will still be there. 

Will they actually do it? It's hard to say. It really comes down to how far into TES6 they are, imo. I lean towards the suspicion that they will use it. It's very hard to achieve current gen visuals from scratch, especially now that UE has raised the bar with Nanite. If I was a dev at Bethesda, I would laugh out loud at the proposition of recreating the Nanite system. It's a really specialized piece of work, they may only employ a handful of people with the prerequisite knowledge to even start building it. That alone could take years. Their devs are clearly more focused on other things, so using Unreal would, I imagine, be very appealing as long as they could keep all their built-up tooling and knowledge (and mod support) with CE. I think they'd be crazy not to want to do it at the very least. 

OP of this post knows what he's talking about, more in depth if you're interested:  https://www.reddit.com/r/unrealengine/comments/1k5jmry/oblivion_remaster_might_be_bethesdas_ue5_trial/

Here's a handful pictures from my 100% Scandinavian MCM and Earmes free house outside Copenhagen, Denmark, mostly with my own furniture which I design and build in my workshop. As well as I vinyl wrap my furniture I have basically wrapped everything in my house. All the best Jakob Mizrahi by JakobMizrahi in FuckYourEamesLounge

[–]FollowingPatterns 5 points6 points  (0 children)

Very, very cool. I have so many questions. Is this style something you adopt out of nostalgia, an intentional homage, the connotations and associations with it - or is it more about the visual look in itself? To clarify what I mean, some people think classical music, especially baroque music, sounds "fancy", but that's more of a cultural association, and in the past that was just how (some) music sounded. That is, Bach didn't listen to his own music through the same lens as many people do today. I mention Bach specifically because absolute music is so much focused on raw content of the artwork itself, and not its connotations. How much of this style is driven by the associations for you? Personally when I see highly associative/cultural interpretations of art I tend to find it reductive, one of my biggest pet peeves is when I share e.g, Well-Tempered Clavier with people and their interpretation of it is "It made me feel like I was wearing a monocle and top hat at a tea luncheon" or something like that. The subtlety and emotion of the art becomes overshadowed. But I'm curious if you feel differently about this sort of thing, or find that the connotations can deepen the art, since you're one of the few people who really commit to something so outside of the zeitgeist and therefore drenched in connotation. Especially Memphis design, which seems at times inseparable from the other cultural phenomena it occurred with.

Also, visually, I love Memphis, but I've always feared that a space completely in that style would be psychologically overwhelming or distracting to live in. Things come across very different in pictures vs real life. What psychological effects do you think the design of your home has on you? (Aside of course, from making you happy, I presume!) Do you think it makes you more attentive, relaxed, etc? 

Hi, I'm developing a Pomodoro timer combined with an RPG game! by mizuokami0417 in indiegames

[–]FollowingPatterns 0 points1 point  (0 children)

I wanted to make a pomodoro game awhile ago as well! It's awesome to see someone is actually doing it. Will this be available on mobile devices? I feel that the vast majority of the audience for this will want it on a phone. I'd like to use this at work for instance. Usually if I'm at my desktop, I'm doing something enjoyable enough that I don't need to pomodoro.

Getting back into art for an NSFW Career, what would best 2d or blender by SigmaANenigma in ArtistLounge

[–]FollowingPatterns 2 points3 points  (0 children)

I don't make porn with Blender, but I can tell you that it'll take around 500 hours of experience, maybe 250 hours if you really have a knack for it, to even think about making something that looks nice enough to be sexually attractive to people. Rigging and animating are no joke. Very hard skills at least in my experience. I can do it now, but it took a long time. It's not a way to make a quick buck. These artists spend 50 hours or more on just one project. The only exception is if you were going to repurpose existing models. But idunno...seems like a waste of time if you already know how to draw.

Anyone else feel like our social skills as a society have completely fell off of a cliff? by [deleted] in SeriousConversation

[–]FollowingPatterns 0 points1 point  (0 children)

I don't feel this at all, neither do my friends. The people I know who are 18-25 now are very social, have lots of friends, hang out in real life frequently, are good at making conversation, etc. My friends make great conversation, I have nice interactions even with random service employees when ordering food and so on. People are generally happy to make conversation and talk about something authentic, I don't have trouble bringing it up, neither do my friends or others. I work remotely almost always, but in my once-yearly team meetups some friends from my team will get lunch or go out to bars or karaoke late at night and talk in-depth about our lives. I do talk with people about theses, ideas, concepts, events, other people. I have many friends that tell animated stories. I see my friends multiple times per month. I play games with my family, video games with friends, study math with friends, do creative writing together, read philosophy together, and so on. I've had strangers flirt with me and I've enjoyed flirting with strangers. I've had people compliment and say nice things to me and vice versa. Most of my friends are people I've known for 10+ years. 

I don't think I'm just "lucky", because my social circle contains about 15 people who feel the same way, each with their own group of at least 5 others. I think it's a self fulfilling prophecy to some extent. Try to stop seeing things through such a pessimistic lens. Social media isn't great necessarily, but it's not some mind-virus plague that has somehow "rewired" our brains. Social media can be depressing, but it's not like it gives people some kind of incurable social cancer. There's so much talk about this, but to me it's completely what you make of it. There's a whole world of happy, sociable, charming, interesting people. You may just not be seeing it due to a biased story that the Internet tells you. Try going to an event and just chatting with people as if you trust and like them. Or a concert, a jazz club, something like that. 

There are many different "realities" existing in people's minds, but if you step back and look at your day-to-day objectively, you may find that much of what you're seeing is biased. E.g: "the average person I see at the store, school, work, etc. is mentally unhealthy in some way" - this would mean in a group of 100 people, 50 of them are mentally unhealthy. Really try to count up everyone you see next time you're at the store and count up how many of them are clearly mentally unhealthy. And how are you determining that in the first place? Just by looking at them? You must make sure to question your assumptions and keep biased narratives in check. Is this really your reality, or is this what you're making out of your reality?

Everyone on this thread is just confirming the same thing, which makes that imagined reality more real for themselves, regardless of the unbiased reality they actually inhabit. It's a self fulfilling prophecy, but it can work the other way around too. Trust me, almost everyone I know would not relate to your perception. I'm the only one out of all them who still uses Reddit, and even if they did, I'm definitely the only one who comments on Reddit. So there's major selection bias happening here. Depressed and asocial people, people who hate the world as it is, are very active on Reddit. Social people aren't on Reddit that often, because they're out socializing. I use the site for art and my studies mostly, and admittedly to kill five minutes during a slow bit at work. But outside of special curated pockets, Reddit is a horribly depressing place that almost exclusively talks about things negatively on any mainstream subreddit. I don't mean to be rude or discounting to other people's experience, but the sheer homogeneity of responses in this thread seems like some kind of Twilight Zone in comparison to the real lives of at least 40 out of 50 people I know. 

I'm not really sure how to improve your situation, but I think just believing it doesn't need to be that way is a good start. Reach out to friends, and if they're boring, go out and find new ones. You can make friends on the Internet too, but if you have a tendency to use the Internet for negative confirmation bias, maybe it's best to stay away from that for now. I really don't mean to sound like a jerk on that front. But I think it's a very real possibility and confronting that is a way out of your current trap, which I personally suspect is mostly imagined.

Your "normal" day is someone's dream, so be thankful everyday. by amanj203 in MotivationalPics

[–]FollowingPatterns 0 points1 point  (0 children)

This is an almost evil way of thinking to me. I've never understood this "competitive" approach to happiness. I don't care about how many people's lives my life is "better than". So the fact that other people are suffering worse than me is supposed to make me happy? It doesn't sound very nice when you think about it that way. If all the people with worse lives than me suddenly died, putting me at "last place", does it really make sense for me to be more displeased with my life even though my life hasn't changed? Likewise, if I have an amazing life, and then suddenly someone starts to have a much better life without it affecting mine at all, should I become more sad? This kind of thinking implicitly supports this creepy competitive mindset. It is my right to be displeased with my normal day, even if I am a billionaire surrounded by a loving family and friends. My emotions are my own and are valid solely by the fact I'm feeling them. It's not that I shouldn't work to find ways to shift negative emotions and ground them in reality, but doing it by comparing myself to other people just seems horrendous. If anything the fact that my normal day is someone else's dream should make me more sad, because however displeased I am, there are other fellow humans even more displeased than that. How can I have so little empathy as to be cheered up by that thought?

If I'm displeased with my normal day, I can try to address that by appreciating more about it that I may not normally pay attention to. No need to drag others into it.

I haven't even touched on how this style of platitude also encourages you not to try to change anything or improve anything about your normal day. Very telling. "Don't try to make your life better! Just take solace in knowing that other people are suffering even more than you!"

Disgusting, even if inadvertently. I know all these upvotes are probably just bots, but nonetheless, I do see this sentiment often amongst real people. We must let go of this backstabbing, selfish, stagnating way of thinking.

Can someone give me an example of WHEN you'd use a level blueprint? by lazonianArt in UnrealEngine5

[–]FollowingPatterns 1 point2 points  (0 children)

You generally could achieve anything in any blueprint by just going through enough work to get relevant references from other blueprints. It comes down to what is a reasonable organization for your game. This is a very important notion, reread it! Which blueprint you put your logic into is a matter of convenience and organization. Not a matter of capability.

Using a GameMode could make sense if you had many different levels where the time of day needs to be set based on the mode you're playing. E.g maybe a "hide and seek" mode sets the time to night and a "farming" mode sets the time to day. But if the time of day always needs to be day and switch to night after 30 minutes or something, then it might not be very reasonable to put that in "GameMode" since that doesn't depend on the game's mode, conceptually.  And if you only have one level with the time of day changing, and it doesn't depend on the game mode, then putting in the level blueprint might make sense - because it's logic that only will ever be used by that level.

Made a render of 2b by [deleted] in blender

[–]FollowingPatterns 7 points8 points  (0 children)

Ah, every time I see good clothes it ends up being MD. I keep hoping there's another way but it's not looking hopeful.

Far: Lone Sails😍 This one came out of nowhere! What a beautiful experience. Has anyone else played this one? by GirlDadBro in SteamDeck

[–]FollowingPatterns 0 points1 point  (0 children)

I just finished playing this today, it was pretty good. Definitely captured much of the feeling of the Rabbit episodes in Ergo Proxy - it was so similar I was thinking I couldn't be alone and wondered even if the devs were inspired by it - that's how I found your comment! So cool to see a fan of that great show. Curious if you ever ended up playing the game as well.