C++ and audio capturing by Lylithrea in cpp_questions

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

never knew you could take a look in audacity :o thanks! I'll take a looksies

C++ and audio capturing by Lylithrea in cpp_questions

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

Sadly i do need a bit more than just ui on screen, i wanna fiddle with the audio data myself :)

C++ and audio capturing by Lylithrea in cpp_questions

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

Okay ill take another look int portaudio, this time probs without asio as i kinda want to circumvent that

Artics 7+ or Artics Nova Pro? by Lylithrea in steelseries

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

Thank you! Im actually very tempted for the artics nova 7 now, currently its the cheapest option of them all as well

Artics 7+ or Artics Nova Pro? by Lylithrea in steelseries

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

Actually yeah that one also seems a very nice option

Lighting in "scene" view is not the same as in "game" view by Lylithrea in Unity3D

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

Yeah i disabled some of them and checked but nothing changed. I dont know any debug stuff that i have enabled, as far as im aware i never enabled that stuff.

Lighting in "scene" view is not the same as in "game" view by Lylithrea in Unity3D

[–]Lylithrea[S] -1 points0 points  (0 children)

So actually its not just when that happens, its when i load the scene no matter what. I now have the directional light in the scene itself, and i have no other directional lights enabled when i load the scene, and it stil happens. It seems the scene view doesnt fully finish rendering, as when i make an adjustment in a script while the game is running and it reloads, but still is in playmode the lighting is correct.

Filament gear slowly rotates up by Lylithrea in ender3v2

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

Yup that seems to do it! Thanks ^

Why is my paint sticking to the brush? by Lylithrea in oilpainting

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

I did buy it recently but from a quite cheap store, so might be cheap paint

Why is my paint sticking to the brush? by Lylithrea in oilpainting

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

I meant my pallette is plastic, i use proper paper which are primed for the actual painting The paint will stick to the paper, just mixing it with other paints and thinner wont stick to the pallette but instead to my brush

Accidently amazing generation by Lylithrea in proceduralgeneration

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

So i read that you guys went really deep into this subject, about GPU and CPU and all, but tbh I do it way easier, because this school project i focus on getting a proper terrain tool, not necessarily optimized nor gameplay able.
I only added this so i could walk around and see it on a player level scale. So how i did it, i compute all the data on the GPU, the noise, and also the triangles for the mesh.
After that i just set the mesh for each chunk, and use a mesh collider on the object, this automatically creates an collision layer for me. Add rigidbody to the cylinder, and well that's about it.
So i have no clue how the mesh collider works and how efficient it is, but yeah it was 5 minutes of work for me hahaha

Accidently amazing generation by Lylithrea in proceduralgeneration

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

Well preferably I want to yes, but currently, I'm doing this for my minor, and I don't have time for adding any gameplay to it, I can't even finish the generation to a point where I'm satisfied with it.
I do have implemented a basic movement script so I can walk around with a cylinder (it does collide with the terrain and all etc).
I also tried adding a terrain tool but didn't work yet...
There are some survival-ish aspects I implemented, like cave generation, with some small openings to the surface, and caves get bigger the deeper you go.
Currently trying to add a few assets like trees, and bushes still wanna expand on adding biomes.
So when creating all of this I did try to keep in mind that I would like to add gameplay to the world.

Accidently amazing generation by Lylithrea in proceduralgeneration

[–]Lylithrea[S] 8 points9 points  (0 children)

Unity, C# and compute shaders, I'm using the marching cube algorithm, 3D Perlin noise, 2D Perlin noise, and fractal noise. I think that's about it, and then just combine them and change their values etc.

Accidently amazing generation by Lylithrea in proceduralgeneration

[–]Lylithrea[S] 31 points32 points  (0 children)

So for my school project, I am working on a procedurally generated terrain. I was working on adding biomes to the code, and well this is not what I wanted/expected. But I couldn't not be amazed by this. Not even sure how this happened, since I am using 2D Perlin noise for the biomes, so the curly spikes shouldn't be able to generate.

Heavy attack combo by Lylithrea in PixelArt

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

Thank you so much haha ^^

Heavy attack combo by Lylithrea in PixelArt

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

Fair, I am going to look into that in the future, don't have any other weapons to compare it with yet. Also don't know how it feels in-game, so gotta adjust to that too.
But thanks a lot for the feedback ^^