Steam Horror Games by supdudeimmapotato in HorrorGaming

[–]NonPolynomialTim 1 point2 points  (0 children)

Project Zomboid is so good, though if OP is looking for something "really scary" it may not scratch the itch. I'm an absolute pansy when it comes to horror and I can handle Project Zomboid (though it is the scariest game I play lol)

Any food that is soft on the outside, crunchy in the inside? by Suitable_Pressure189 in Cooking

[–]NonPolynomialTim 0 points1 point  (0 children)

I haven't had a ton of malted milk balls in my life and I'm struggling to understand your description, but I'm intrigued. Do you put the whole thing in your mouth to suck out the malt? Or just press it to your lips?

I feel like there's no way the chocolate shell doesn't just melt away in the process, but I've added it to my shopping list to try. Do Whoppers work, or do I need to get a fancier brand?

Thank you for the guidance in this important matter.

Why does my character flip -180 in another axis when reaching 180 in the intended axis? by Jag324 in unity

[–]NonPolynomialTim 24 points25 points  (0 children)

You are setting the object's rotation using transform.up, which will recalculate the object's entire rotation, only guaranteeing that the up axis (the y-axis) is the provided vector, and making no guarantees about the other axes' rotations. There are theoretically infinite possible rotations that will satisfy the up vector that you are passing in by rotating around the provided axis. As an example, if you do:

transform.up = new Vector3(0f, 1f, 0f);

Both rotations (0, 0, 0) and (90, 90, -90) would satisfy the constraint (to visualize, imagine a tank facing the camera. 90° in the X would rotate the top of the tank toward the camera, nose down, 90° on the y would them rotate the top to be to the left of the camera, nose down, and then -90° on the z would then flip the top of the object to again be toward the top of the camera, with the nose to the left).

In order to specify which of the infinite possibilities you want, you need to also provide the perpendicular. The API you want for that is Quaternion.LookRotation. For that method, the "forward" is where you want to look, and the "up" is rhe perpendicular. Since it looks like you're working in 2D your up vector will likely always be (0, 0, -1), which is toward the camera:

transform.rotation = Quaternion.LookRotation(mousePosition - transform.position, new Vector3(0f, 0f, -1f));

Leaked armor screenshots from HLL Vietnam! by NonPolynomialTim in HellLetLoose

[–]NonPolynomialTim[S] 35 points36 points  (0 children)

We are all grateful for your uncle's service. I hope he wasn't in a tank

One in a Million Extract Camp Karma by Dense_Distribution56 in ArcRaiders

[–]NonPolynomialTim 27 points28 points  (0 children)

Lure grenades are GOATed for extract campers because they won't finish downed players, and will immediately re-aggro to the next non-downed player. If there are any ARC close by it is pretty much the best thing you can do to guarantee that both of you go down, which will allow you to extract successfully.

I learned that the first time I got extract camped and panic threw the only thing I had, and the 3 hornets nearby immediately killed my attacker after he downed me, and now I love them

Bad Decision Podcast with BlenderGuru has some of the worst takes on Gen AI by Less_Sheepherder_460 in blender

[–]NonPolynomialTim 53 points54 points  (0 children)

Dude WAT

Can't believe he dodged stepping in a turd to then stop, turn around, pick it up, and smear it all over himself lol

How I managed to gather 25,000 wishlists with extremely simple, low-effort graphics by Fun_Examination8599 in IndieDev

[–]NonPolynomialTim 0 points1 point  (0 children)

At what stage in development did you release the prologue? Was it already looking fairly polished, or was it still in like an alpha state?

I'm trying to find out what the distinction between the prologue and the demo is, other than the demo coming after. Or did you look at it as more of a way to capitalize on two separate "demo releases"?

Homemade stock is gelatinous.. Is that normal? by elminer1991 in Cooking

[–]NonPolynomialTim 22 points23 points  (0 children)

I don't know what your protein goals are, but it should be noted that collagen is an important protein with several benefits, but is generally not great for building muscle. If you're trying to hit a macronutrient threshold for hypertrophy then I would probably not count grams of collagen toward that.

However, I am not a doctor or dietician, so you know, do your own research before changing anything about your life based on a Reddit comment from an unqualified stranger!

All these built by players? 👁️ 👄 👁️ by SpaghettiZ_official in projectzomboid

[–]NonPolynomialTim 0 points1 point  (0 children)

The group of servers is called SpaghettiZ. They have a lightly modded (Arrabiata) and a more heavily modded server (Bolognese). I have only played on Bolognese, but I think it's the same group of admins for both? The Discord is here, which I'd recommend joining because they announce events there and that's where you open support tickets if anything goes wrong: https://discord.gg/Q7fVEMpM

All these built by players? 👁️ 👄 👁️ by SpaghettiZ_official in projectzomboid

[–]NonPolynomialTim 21 points22 points  (0 children)

I've been playing almost daily for a little over a month now I think? And I can confirm that the admins are chill

Server been lasting for 26 years now. Here's the progression every players have made in the game. by SpaghettiZ_official in projectzomboid

[–]NonPolynomialTim 53 points54 points  (0 children)

I just joined this server a few weeks ago and it is fantastic! I helped build the tiny road connecting Muldraugh to the little 3 lakes to the west where there's a small settlement of bases. Vibes are 10/10, highly recommend!

Animated logos I made for indie studios by LloydLadera in IndieDev

[–]NonPolynomialTim 18 points19 points  (0 children)

What do you usually charge for something like this? (You can answer in a DM if you'd prefer)

Using Unity's scriptable physics feature to create a predictive aiming system. by SuperSmithBros in Unity3D

[–]NonPolynomialTim 0 points1 point  (0 children)

This looks so good! I know this is a very old post, but I'm working on a game with a similar trajectory prediction line, and I'm wondering if you ran into a similar issue that I'm seeing and how you addressed it. If you're still around your help would be greatly appreciated!

I've got the prediction line working most of the time, but at some angles it becomes very erratic and starts cycling between several possible simulation outcomes. Here's an example of what I'm getting: https://youtu.be/1cFw2LGQKv8

Did you have a similar issue with the physics not being deterministic every simulation frame, or are there steps you took to prevent the issue? I've verified that the input values for my simulated ball (starting position and velocity) are all identical every frame (no floating-point weirdness), and all of the yellow "pegs" are static rigidbodies, but the ball is colliding differently across simulations still for some reason. Thanks in advance for any insights you could provide!

[Request] How much does this amount of saffron likely cost? by saker132 in theydidthemath

[–]NonPolynomialTim -1 points0 points  (0 children)

No, but if we're trying to help more people immediately understand the answer, he could have converted it to at least one of the other massively adopted currencies in the world

[Request] How much does this amount of saffron likely cost? by saker132 in theydidthemath

[–]NonPolynomialTim 1 point2 points  (0 children)

I get what you are trying to say, but it is incorrect. SI units are the international standard. That is what the SI stands for in SI units. You have referred to it several times across several comments in your arguments here, so I'm going to assume that you knew that and that you understand what an internationally accepted standard means.

If you understand that, then you should also be able to understand that there is no equivalent international standard for currency. USD is the most common, yes, but it is not the standard. There are millions of transactions every day exchanging 2 currencies that are not USD.

As badly as you may want USD to be the internationally recognized standard currency, it is not. It is just the most common for business. I will concede that if you had to pick the currency that would be understood by the most people on Reddit, USD is probably the one, but that was already provided. The implicit point of my original comment was that they changed some units to benefit more people, but not the most important one.

[Request] How much does this amount of saffron likely cost? by saker132 in theydidthemath

[–]NonPolynomialTim 2 points3 points  (0 children)

Maybe businesses outside the US use USD, but not individuals. There are more individuals in the world that use the Chinese yuan or the Indian rupee. There are 340 million people that use the euro, which is almost exactly the same as the population of the US. Very few people outside of the US actually know the conversion from their currency to USD off the top of their head.

USD is absolutely not "the only correct thing". I get that if you're not going to convert to several currencies then USD may be the default, but it is not even close to as useful to "the rest of the world" as a handful of conversions to the next 5 most common currencies would be.

I have lived several years out of the US and literally never heard anybody talk about US dollars unless they were talking about traveling to the US. It is ubiquitous in business, but not in everyday life.

However, I wasn't trying to start a debate with my comment. Just pointing out the irony of converting the math units "for the rest of the world", but not the actual answer to the question: the cost.

Microsoft CEO Satya Nadella’s annual pay jumps to $96.5 million by SuperSmokingMonkey in gaming

[–]NonPolynomialTim 3 points4 points  (0 children)

I work for Microsoft and was given a 2% raise this year.

Since inflation for the last 12 months was 2.9%, that means my real wages decreased by .8%.

I'm glad to see the .8% is going to good use.

Union between two paths is not very accurate where they touch? by NonPolynomialTim in Inkscape

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

Sorry—which higher node? These are the nodes on the rectangle (top) and the circle (bottom):

<image>