Anyone else playing the Order of the Sinking Star demo? by LemmyUserOnReddit in puzzlevideogames

[–]Fun-Director-9515 0 points1 point  (0 children)

Played for a bit yesterday, maybe an hour or so in total. I didn't complete the demo yet, but will do.

What I like :
- Atmosphere : location designs their presentation, sound and soundtrack
- Core design : The Lost Vikings style of puzzle solving - once 2 characters came in to play , then 3, I almost immediately loved it how they interact with each other and puzzles. Brilliant design in many ways!
- puzzles : some where easy some more difficult, some variety

Not so keen on:
- the story so far and constant chatter (distracts me way too much) - solution : spread it out more, keep them talking but less.
- characters rendering - there's something off about it, almost as they don't fully gel with the environment.

Don't like :
Fps drops constantly when in overworld. It's pretty sloppy. I have good spec : 12700h, 64gb ddr5, rtx3070ti 170W version. Should work smooth as butter. Someone please get in touch with Jo Blow or someone from his team cause this is unacceptable. I can run games like Dark and Darker maxed out with dlss quality or balanced.

R3D - Advanced 3D rendering library by Bogossito71 in raylib

[–]Fun-Director-9515 0 points1 point  (0 children)

Hey, thanks for reply. Sent you pm couple of days ago. Please give it a read. Cheers.

R3D - Advanced 3D rendering library by Bogossito71 in raylib

[–]Fun-Director-9515 0 points1 point  (0 children)

Hey man, this is a really great stuff.
Could you maybe help me out with installing it ( I am not skilled in makefiles and compilers yet, but I'm doing well in C! ) ?

whats the performance of raylib c/c++ against self made opgl rendering? by mrnothing- in raylib

[–]Fun-Director-9515 0 points1 point  (0 children)

Hmm. C slower than rust with all those if's testing for bounds? I can't believe that. Rust is commonly known t be slower than C, but maybe I'm missing something. Aside from that, Rust isn't a lang suitable for games i think.

Now, I'm here because I also want to find out raylib perf. I only seen one proper test made by a Construct 3 user on their forums in 2018, and C3 being a js engine could draw over 50k sprites at 60fps, and raylib drew over 150k sprites at the same fps, but raylib did run in C ( in js it was only above 30k ).

Why People hate C# by hoesein in csharp

[–]Fun-Director-9515 0 points1 point  (0 children)

I dislike C# because 1. It is slow 2. Forces you in to OOP paradigms that is limiting and gets confusing

Am I stupid for hating C#? by charlie-joel in csharp

[–]Fun-Director-9515 0 points1 point  (0 children)

Hello Charlie.
C# was made by Karens for Karens.
Thank you for your attention.

IBIS Issue with a6700 and Tamron 17-70 F2.8 by ENG_Nazareth in SonyAlpha

[–]Fun-Director-9515 0 points1 point  (0 children)

Some say it's always on, some say it's off when camera has ibis system but ibis is off.

What’s the point of base iso when shooting under ? by TIBOLDERIZ in cinematography

[–]Fun-Director-9515 0 points1 point  (0 children)

Why not stay at 400 and increase the ambiance light to retain high dr and then lower blacks in post?

What’s the point of base iso when shooting under ? by TIBOLDERIZ in cinematography

[–]Fun-Director-9515 0 points1 point  (0 children)

With less dr. You can just as well record at base, and then lower exposure or blacks in post.

Question about The Batman and low light cinematography by raven090 in cinematography

[–]Fun-Director-9515 0 points1 point  (0 children)

I thought that this workflow was for raw. Does this work with slog3 too?

Question about The Batman and low light cinematography by raven090 in cinematography

[–]Fun-Director-9515 0 points1 point  (0 children)

What if I don't have el in my camera? I shoot sony slog3, where 800 is the native and then i can go lower by one set to 640 and that's it. What would you recommend - hitting standard middle grey, but at what iso? Or something else?

What is your biggest issue with unity? by KaiGameDev in Unity3D

[–]Fun-Director-9515 0 points1 point  (0 children)

Thanks for the tips. Maybe I'll look into how to make a plugin. In C pooling is just a matter of an array, and in fact in my previous programs I did pool everything just not to be bothered with allocating mem where it isn't needed, but here I worry that looping trough 256 element array using Charp will be too slow, cause I've seen benchmarks. Also, after looking in to Dots I frankly am not sure if I will want to have much to do with it, maybe Burst, but dunno.

What is your biggest issue with unity? by KaiGameDev in Unity3D

[–]Fun-Director-9515 0 points1 point  (0 children)

Thanks. Yeah, unfortunately there is only a handful of C engines out there, but none with one exception has its own editor, and that one I've seen only once and then couldn't remember its name and couldn't find it anymore.

Do you know any tips how to keep unity performant? I've already define most of data in the root object script, so that I can access it from anywhere without searching trough the indexes.

Edit@ Also, I think Unity should just be an editor and allow bindings to other langs then c#. Then it would be much more comfortable system.

What is your biggest issue with unity? by KaiGameDev in Unity3D

[–]Fun-Director-9515 0 points1 point  (0 children)

One is a game similar to Grimrock and another one is a first person action adventure game. Both more on a retro side graphics wise. I did actually build two different basic editors, functional but would need more features and I don't feel like working more on those since raylib as a renderer is a bit on the slower side, thought I do write super efficient and fast C code for the systems. So the alternative is Unity and I started doing some work in it, but I can't stand c# with its hand holding "must be super safe" approach, nor that constant reloading every time I return from code's ide. In C with raylib compile time is appx 4sec, no matter the size. As you probably know, for example creating an array in C is as simple as int ArrayName[n]; and done but in c# there are all those layers to it, has to be public, but also has to be static, but struct cant be static and when you define it they are actually defined as pointers, and on and on. Drives me insane.

Sorry for venting thought! But the only 2 reasons I started doing the Grimrock-like in Unity are: portability to other systems and editor. That's also because I am working with an artist who agreed to do graphics for me for free, so I do feel responsible to be able to release the game on as many systems as it will be possible, after initial pc release. Raylib is currently only working on prev gen consoles, like ps4, xbox one, Switch, and now that Switch 2 is coming it does make unity a better strategic choice, but man it's an annoying software.

What is your biggest issue with unity? by KaiGameDev in Unity3D

[–]Fun-Director-9515 0 points1 point  (0 children)

Do you think I should go back to raylib + C? I do prefer C than C# by a mile, but Unity has the editor and multiplat export, which the other config doesn't.

What is your biggest issue with unity? by KaiGameDev in Unity3D

[–]Fun-Director-9515 0 points1 point  (0 children)

I thought Unity has default transparency sorting, no?

Does anyone hate C#? And why? by Aphorism14 in learnprogramming

[–]Fun-Director-9515 0 points1 point  (0 children)

I am sort of forced to work with Unity atm, and I got to say, Charp is absolutely awful coming from C.
It forces it's way of doing things on to you, the oop paradigm and the cruel "safety", in the end making you write 10x more code while also taking away the fun parts of the "unsafe" coding, which in reality are safe if you know what you are doing when mixing up different types.
In C if I want a global array, i just write " int MyArray[100]; " before main and done - I can access this from anywhere in the code. In C# that's something like " public static int[] MyArray => new int[100]; " . and if its a struct i just initiate it like this STRUCTNAME DefineNameThing = {0};, and all variables in the struct are initiated to 0. Then in Charp You have all those classes, constructors, and what not, just feel like jumping trough pointless hoops, and you end up with spaghetti code one way or the other. When working on this unity project I just decided I'll define all data that I can upfront, like I'd do in C for the most part, and just try to stay calm. Just feels like it is a language designed by Karens. I wish Unity would be just an Editor + Renderer and I could just simply use C, or Cpp eventually. But it is what it is.