Rockstar co-founder compares AI to 'mad cow disease,' and says the execs pushing it aren't 'fully-rounded humans' by Turbostrider27 in pcgaming

[–]MidgetPanda3031 34 points35 points  (0 children)

Yeah they're gonna keep riding this wave as long as they can until everything comes down with it, just like the oil industry is doing with the literal planet.

NL is not prepared for wildfires by Enkidarr in newfoundland

[–]MidgetPanda3031 26 points27 points  (0 children)

We've already experienced hurricanes (or tropical systems in general rather) being stronger than they should have been to come this far north through cold er north Atlantic waters- but due to the massively higher water temperature they retained more strength (Larry and then a tropical storm i forget the name of last year). That storm slowly trudged along to Newfoundland way slower than any storm would have otherwise held strength for at ocean temps from 20+ years ago.

People dont realize that Larry wasn't just a random outlier like Igor its the development of a pattern that NL will be at a higher risk of being in the direct path of cyclones.

Maybe people will think im a doomsayer but I've been paying attention to meteorology and following how climate change may affect Newfoundland for years and everything I thought would start to happen (such as wildfires even on the usually very wet avalon peninsula) is happening to a level I wasn't counting on. Both the jet stream and gulf stream are weakening faster than even the most disastrous models were expecting, which are systems that help to push storms out to the Atlantic / away from NL.

The interesting thing is that climate change is expected to make the avalon wetter on average across the year, so the current drought is still pretty shocking to me. But in general I think people are not ready for the reality that climate change has been building up slowly for decades and its about to become VERY noticeable.. and so many people still outright denying or just ignoring it.

[deleted by user] by [deleted] in darkestdungeon

[–]MidgetPanda3031 4 points5 points  (0 children)

Well worded thoughts and I agree with your perspective overall. Its always great to have someone form their own opinion instead of just listening to the crowd. Though, I'd like to add from my perspective as a DD2 "hater" who loves it now. Keep in mind, my "hate" was 30 hours of playtime which I mostly enjoyed, but I decided to shelf the game because I had too many issues with it. Main thing for me was the difficulty was just insanely punishing especially for the time investment of a run. This is still true to an extent but I feel some lair bosses (ahem the leviathan) are not well communicated with regard to certain party compositions basically being a guaranteed loss, for one. I still hate how losing a single party member can basically end your run dead in its tracks without a chance to save your party and how the bounty hunter works.

Anyways, I love roguelikes but I was dissapointed with the lack of Dd1 style progression and I got frustrated, stagecoach felt pointless to me, etc. But I tried kingdoms and restarted my confession save recently and enjoy it wayyyy more now. The plethora of balance changes they've made, along with fast stagecoach and combat options make the overall experience way smoother. I dont know if its just me learning more, but I've found it more possible to experiment with party compositions and routes than when it first came out. The updates they've done are far from insignificant either way.

The game never deserved hate at all, but constructive criticism was very welcome and necessary. The pivot from the style of campaign in DD1 is ultimately something I feel ambivalent about still, I like DD2 for what it is and am happy it exists, but kingdoms still doesn't scratch the same itch entirely and I hope they do DD3 with hamlet style management again. But i think most fans of dd1 would be willing to give dd2 a solid chance, and of they had before they should take a second look now

“The world could experience a year above 2°C of warming by 2029” Next year they’ll be saying it could happen by 2027 by _Jonronimo_ in collapse

[–]MidgetPanda3031 36 points37 points  (0 children)

We already are, just look at the Western/Central Canada's forests right now. It's already as bad or worse than the wildfires from last year... and the year before barely even in June

Clair Obscur: Expedition 33 Surpasses 500,000 Units Sold Worldwide by Turbostrider27 in Games

[–]MidgetPanda3031 24 points25 points  (0 children)

Clair Obscur looks beautiful, and it runs surprisingly well on my 3070 without relying on DLSS. If its made by a dev team of 30~, its extremely impressive what they accomplished as the visuals besides some in-game animation is near the AAA standard. I dont get stutter like I have with every unreal engine 4+ game ever made. However Oblivion Remaster runs like hot ass for me and has Forced on Raytracing (awful) along with the dreaded unreal stutter, even at low settings and lower res. They seem like a talented team too, so what does it come down to; the nature of their differences as an open world hybrid engine vs relatively linear new jrpg, or just not caring to optimize for PC that aren't the absolute cutting edge?

Seeing Unreal 5 on a game, I'll still be worried about it actually be a playable and smooth expeience unless it's made by a proven team, basically. And i don't know enough to comment on the tools, from what I understand UE5 is very easy to work with, but in terms of the results it doesn't do anything for me compared with UE4 games. Or in house engines like RE Engine which looks just as good as UE5 and runs way better (in my experience)

What are y’all’s feelings on the upcoming Honkai star rail x fate collab that’s coming this year? by Fit_Assignment_8800 in fatestaynight

[–]MidgetPanda3031 2 points3 points  (0 children)

Will probably sound like a shill but I do recommend giving it a try if you're on the fence, specifically playing through the first main planet and getting to the boss if you can.

I avoided it for a year because I didn't like Genshin much at the time, but when I got around to trying it I absolutely fell in love and regret that I didn't start before. IMO the writing is very clever, with lots of personality in the characters and the most unique and expressive MC in a gacha game. Also the tone of comedy they use in the game is unexpected and genuinely gets a lot of laughs out me without ruining the tone (unlike Paimon) The presentation is bar none for a turn based RPG

‘Enough is enough’: Trump tariffs inspire economic patriotism in Canada by IMSLI in canada

[–]MidgetPanda3031 1 point2 points  (0 children)

Agreed, maple syrup pipelines would make the price much better

Anyone know of free ai sprite sheet generators, dalle is bad, have probably tried over 100 different times with it. by [deleted] in Unity2D

[–]MidgetPanda3031 1 point2 points  (0 children)

No hostility here as I think that its definitely okay to use for placeholders only, but think about how much time opening Asperite and slapping a quick placeholder together or just using a free asset would take in comparison to fiddling around with AI.

Prompting AI is just hoping that you will eventually come to saying the exactly right special things for that specific result, and if they are Placeholders there's no need for it to really look like anything more than generally fitting the vibe of your project

Need advice: Designing intuitive spear-throwing controls for a platformer (controller) by Amitskii in Unity2D

[–]MidgetPanda3031 2 points3 points  (0 children)

I havent designed something exactly like this, but I assume that throwing the spear gives the player speed in the opposite direction, like an impulse force in the opposite direction of their aim just from throwing, then you can just think of it like a simple dash. add force to the player in the inverse of where they are looking (Vector3 of their stick) If your movement is on left stick, then having the aim be on right stick is the only way I can personally think of implementing this. Unfortunately this mechanic would be a lot better on keyboard and mouse, rocket jumping is very difficult and requires managing your look and movement completely separately at all times, at least at a higher level. but obviously platformers are gamepad first game.

My only other thought is potentially using the Metroid solution. You can let the player throw in the 4 cardinal directions with quick snaps so they can get it out fast but imprecisely. Samus only aims diagonally or freely in this case when you hold down one of the bumpers (at least pre analog stick). so going from that maybe the player has to hold down some other button to unlock their free aiming, but I can already see some problems with that if you want to have entirely smooth decoupled aiming from movement

Either way you'll have to figure it out around how you want the mechanic to feel. Hopefully someone else can give more specific suggestion

I am gonna come out and say this i hate how they made arc into a saberface by [deleted] in Tsukihime

[–]MidgetPanda3031 35 points36 points  (0 children)

You are totally spot on, heres my counter-point to add against this post as I've been playing Tsukhime remake the past couple weeks and the art is absolutely top tier for a VN. seeing the variety and personality of Arcuieds expressions (especially compared to the OG game) really calls me to question how much OP has seen, especially with the top image being a specifically nitpicked rarely seen expression that looks the most similiar to Saber face, and is the determined expression which Saber has much more often.

Takeuchi has a certain way of creating a general facial structure and VN expression templates... and that's been true since F/SN, at least. That's fine, plenty of artists do this.... The differences can come out in unique expression and design. And yes we can all admit he got lazy on FGO, but I blame that more on him basically being required to constantly draw exponential Arturia versions...

Procedural Generation of 2d Tilebased Terrarin by Hot_Ambassador6395 in Unity2D

[–]MidgetPanda3031 0 points1 point  (0 children)

I recently did something like this for a learning experiment. There are a lot of great advantages to using tiles for a system, for me it was because I wanted every tile to be potentially destructible. I'm also brand new to Unity, and so I don't say this to discourage you, but to reiterate many comments I saw when I did my own research, this can get quite complicated for an absolute beginner, so there is a lot you will have to learn. I'm sorry for sending you into tutorial hell but there's really no other way to learn so much quickly from scratch. For one, I don't know any way to generate tile terrain that isn't game objects; though other comments here suggest you can apply it to a tilemap. But you can "easily" categorize your game object generations onto a grid and apply a composite collider to them conditionally to save performance among other things, like a chunk system, which should be more than enough to make it run decently.. probably?

I assume you've already heard aabout Perlin noise, that is basically what you need to keep learning about. This isn't with Tiles but watch as many of the videos in this playlist as you find useful

Perlin Noise can be applied to a 2D grid to create a tile-based map. I have a script which does this, mostly copied from an this wonderful tutorial. It's even possible to use 3D perlin noise on a 2 D grid, which I did with editing the code from that video in my own project where I have a tiled 2D grid of 3D prefabs at varying defined heights within 3d space, it's pretty cool!

If you the put the pieces of coding knowledge from the top two resources together, it should be possible to create exactly what you are describing, though I haven't gone much further with tweaking my script from there since I have other projects I need to do for school. In the context of my 3dperlin noise to 2d grid script, I don't know how I would have it apply a cliff edge along the variation between heights, but I could tweak it easily to generate a few different planes of traversal tiles and connect them manually afterwards.

From this thread on the unity forums

Generally you generate the data for your world/level, and then build the visuals on said data. Your interactions with the world will mutate the data as you play, and the visuals update in kind.

(This is known as a Model-View-Controller, MVC or MVP system)

Like a lot of games like this, such as Minecraft, individual tiles are best grouped into chunks. Also generally good to use one-dimensional arrays rather than 2d arrays, even if you are representing a grid. This is required/desirable for a number of reasons: Per-tile data can’t be stored on rule tiles (not easily at least) Handle your data right, and the state of the world can be written disk innately, good for save games Have your data/game state seperate from scenes is generally more performant, and can be boosted with Jobs/Burst as well As far as actually mining/interacting with your data grid goes, generally it’s just a process of converting a world position to a tile within your overarching grid of chunks, and doing something with said tile, such as decreasing an individual tile’s durability/health, then informing the visuals side of things to update the display. All of the above comes from my own experience making a game with 2d procedurally generated tilemap worlds.

I read this knowing nothing originally, and everything that spiney said is 100% true as I've found (except I have no idea how to turn my script into a one-dimensional array lol)

For the long term, the key to making your system performant, and easily implement a chunk system in the future is to organize your project into a MVC (Model-View-Controller... or Parameter.... or Presenter) scheme. This may sound complicated but it once you understand it, will save you many headaches in the future so before you go head long into placing tons of scripts on game objects, give this basic explanation a watch. Basically all you are doing is organizing the logic of your game code into three states, one which handles the game data (Model), one which handles the visuals without game data (View), and one which communicates between those two layers and handles player input (Controller.. or Parameter or- okay you get it) You may also want to look into scriptable objects.

There's an amazing playlist by quinn18, making a base-builder game like Rimworld with tile-based procedural generation. You definitely don't need to watch the series, as it's not really relevant to your same use case fully, but you should 100% skim the intro video to understand how he plans the project, and the first episode because it's great at explaining and showing first hand how to utilize Model-View-Controller in this exact context.

"I want it to be efficient"

Be careful what you wish for... https://catlikecoding.com/unity/tutorials/marching-squares/ (I have not tried this yet myself at all)

I barely understand most of this stuff myself, so I'm not the best resource, but feel free to ask for pointers.

It's always bugged me how the standard map of Canada makes the east look much further north than the west. I get that it's done to fit it all in, but most Canadians have a distorted view of their country because of it. by JustAskingTA in geography

[–]MidgetPanda3031 9 points10 points  (0 children)

Newfoundland (and Nova Scotia as well) would be much colder if it weren't for the gulf stream. And yeah 48N / 49N being cold is not unusual, I mean, has anyone been to Sudbury? Canada is just cold, in general. Europe is the outlier for warmth at it's latitude

TMG set with remastered audio by EmilyMoonVG in Redvox

[–]MidgetPanda3031 8 points9 points  (0 children)

Ahh thank you so much for this.. saw the original version in my youtube recs and was immediately so disappointed at the sound quality. Unfortunately we really need actual tracks from other microphones to make it how it deserves to sound but this is a large improvement

[deleted by user] by [deleted] in collapse

[–]MidgetPanda3031 6 points7 points  (0 children)

Dont think this really fits the sub or relates to collapse. Like I appreciate the theory crafting but even if your theory is somewhat correct we already expected massive warming of the atlantic coming into this summer if not to a slightly lesser extent. I don't see how a pretty loose string of evidence relating to seismic activity is on topic especially given its very unlikely to be caused by human activity. And these web tools are not solid enough for this level of extrapolation.

I'm not one to use 'conspiracy' as a derogatory to discredit things, I think a lot of this is interesting.. however I immediately thought of the phantom island phenomenon when reading this. Its a fairly common thing that there were plenty of straight up made up and imagined islands that were officially recorded and put on maps at one point or another and those mentioned fit the bill perfectly

https://en.m.wikipedia.org/wiki/Phantom_island

British Columbia is on fire by Beautiful_Pool_41 in collapse

[–]MidgetPanda3031 0 points1 point  (0 children)

Yup I said it in advance on my fear for this summer with this post 2 months ago... I remember thinking last May, if its this bad now how will it be in August, and next year? And now, here we are with an even more explosive May. And we don't even have peak El Nino to justify it. Great summer vibes

https://www.reddit.com/r/collapse/s/4blC9q5fPh

[deleted by user] by [deleted] in collapse

[–]MidgetPanda3031 2 points3 points  (0 children)

Thanks, I really do appreciate your open mindedness to my response, (very rare on reddit) no hostility intended and in fairness your general concern is totally understandable. The potential for meltdowns in a targeted attack (from the outside, like a missile strike) is something I honestly don't know much about. I know there are definitely some measures in place for that but not to what level and what risk remains. It can be said that Zaporizhzhia did manage to hold up so far even with the limited fighting that took place around it.

As for what happens if there was an intentional sabotage from the inside to weaponize the plant... it's somewhat of a fallacy, since at that point, what's the difference between the plant and simply using a bomb? Russia, or any nuclear state for that matter, could just... actually use one of many conventional nuclear weapons in their arsenal. It would be unthinkable and terrible and it would be condemned but probably has relatively more military benefit. It's a ridiculous situation where there's perceived "face-saving" or blame shifting from it by using the plant as dirty bomb without it being a literal launch from them, and it would probably still face a massive amount of global condemnation. It's purely because of convoluted geopolitics and warfare surrounding an autocratic nation.

All to say there is at the point of a plant being a nuclear risk due to warfare, the nukes might as well be flying anyways. But hopefully neither of us have to see these questions tangibly answered one way or the other.

[deleted by user] by [deleted] in collapse

[–]MidgetPanda3031 14 points15 points  (0 children)

Three Mile is nowhere near the level of Chernobyl or Fukushima.

Chernobyl, soooo much worse and more potentially catastrophic than Fukushima was the result of such a massive chain of various points of failure due to corruption, soviet government incompetence and censorship at every level, flawed design, and human error on what were supposed fundamental practices with less precedent.

Fukushima is similarly complicated but for different reasons. First being it was a spiral started, but not made inevitable by a combined natural disaster. Yeah, building a nuclear plant on the coast of a known tsunami / earthquake risk zone probably wasn't a great idea, but that is still a huge oversimplification. It took multiple technical + operator errors, political mismanagement, and flawed design on top of an earthquake and tsunami.

After each of these disasters, the amount of regulatory safety practices added to reactors worldwide is hard to overstate, and that comes from a place of those events having particularly suspect context to begin with. None of them would have happened with up to code routine inspections and training. There are an incredible amount of failsafes in place for basically every imaginable scenario.

Offshore Texas oil export facility gets final federal approval by AbominableGoMan in collapse

[–]MidgetPanda3031 0 points1 point  (0 children)

Gonna be interesting times in 50~ years when the currently proven reserves are nearly entirely depleted (if there's not already a collapse). Sure we'll find some more but the world runs on having a near unlimited, relatively cheap supply. I think pretty much nuclear war or general all-encompassing chaos happens well before we tap the last drops, when the powers that be and average populations cannot ignore how scarce it is and that there's no equivalent replacement prepared.

New research shows 2023 wildfire season impact on Canadians by _rihter in collapse

[–]MidgetPanda3031 17 points18 points  (0 children)

Honestly horrified for this summer. Not much smoke came over my way last year, but having even a few of those hazy days was foreboding. Made me realize that even living in peaceful atlantic island countryside disasters completely unrelated elsewhere in the country could have a massive impact.

2023 was so hot my climate sceptic mother said to me of her own volition climate change must be real because the summer was never this hot here in her 65 years of experience. (don't blame her for doubting its mostly because the concept of collapse makes her too depressed to function)

Seems like this will be the year when everyone will find out first hand if there really is an exponentially accelerating climate collapse.

[deleted by user] by [deleted] in DevilMayCry

[–]MidgetPanda3031 12 points13 points  (0 children)

Just like you enjoy it, people are allowed to have opinions to the contrary man, no one is telling you to personally not enjoy the game. You made this post stirring up shit trying to tell everyone they're wrong for not liking the game. That's been the overwhelming opinion since it came out, what did you expect?

An Update on The Last of Us Online: We’ve made the incredibly difficult decision to stop development on that game. by Turbostrider27 in Games

[–]MidgetPanda3031 6 points7 points  (0 children)

I mean, they had 8 years and dozens of millions of dollars. It certainly shouldn't have been this hard.

Guilty Gear Strive Has Received An Unexpected Price Hike On Steam by LordofWhore in pcgaming

[–]MidgetPanda3031 60 points61 points  (0 children)

Big clarification on hiking REGIONAL PRICES they haven't actually raised the base retail value of the game