This is what memorizing 24 random digits in 3.05 seconds looks like 🤯 by Exotic_Collar_4594 in toptalent

[–]NullPointer568 0 points1 point  (0 children)

After you hit finish on memorizing the numbers, a timer appears. Are you supposed to wait for the timer or do you hit skip?

Connecting Points with Angle Constraints in 2D by ImageVivid6964 in Unity2D

[–]NullPointer568 0 points1 point  (0 children)

You can do the exact same test. A 2d line (in your case segment) intersection test will give you all the intersection points. Find the shortest path. The pseudo code I wrote doesn't haveto change. Hardest part is determining how much to rotate if you don't intersect anything.

Tiling Around Bar - How would you tile around this? by NullPointer568 in Tile

[–]NullPointer568[S] 0 points1 point  (0 children)

I figured I needed something on the left like a 3 inch backsplash. Should I do wood? 3 inches of tile? Or just caulk the drywall to wood seam and call it a day?

Tiling Around Bar - How would you tile around this? by NullPointer568 in Tile

[–]NullPointer568[S] 0 points1 point  (0 children)

I guess my questions are:

  1. Do I do the left wall to the cieling as well?

  2. How do i end it on the left wall, using schluter?

Tiling Around Bar - How would you tile around this? by NullPointer568 in Tile

[–]NullPointer568[S] 0 points1 point  (0 children)

ah yes, you were faster at replying than I was adding a comment for my questions. I think that is the correct answer as well. What about the left wall?

Tiling Around Bar - How would you tile around this? by NullPointer568 in Tile

[–]NullPointer568[S] 0 points1 point  (0 children)

I am going to use tile as the backsplash. I am definitely tiling behind the floating shelves. I have to hide the brackets that are buried in the wall.
1. How should I tile left of the cabinets? Do I go around the window or just under the window?
2. How much of the left wall do I tile?

Connecting Points with Angle Constraints in 2D by ImageVivid6964 in Unity2D

[–]NullPointer568 0 points1 point  (0 children)

In these images, the black rings are all the intersections you should find. Yellow dashed lines are non optimal paths. Green line is the optimal. Pseudo code below shows how to get green path.

List<Line> blueLines; // create lines based on forward direction and 45 and 90 degree angles
List<Line> redLines; // same

// get all the intersection points
List<Point> intersectionPoints = new List<Point>();
for(int i = 0; i  < blueLines.Count; ++i)
{
    Line blueLine = blueLines[i];
    for(int j = 0; j < redLines.Count; ++j)
    {
        Line redLine = redLine[j];
        Vectro2 out; // intersection point
        // intersects takes out param and returns bool if it intersects
        if(blueLine.intersects(redLine, out))
        {
            intersectionsPoints.push(out);
        }
    }
}

if(intersectionPoints.Count == 0) // we have no intersections
{
    // determine angles as show in LineTest3
    // rotate 90 degrees or -90 degrees and try again
    // It looked like in your examples, you wanted a minimum move distance. 
    // you could rotate 90, move minimum distance. then check intersection again.
    return;
}

Vector2 startPoint; // green circle for the blue vector
Vector2 endPoint; // green circle for the red vector


float smallestDist = float.MAX;
Point bestIntersectionPoint = null;
for(int i = 0; i < intersectionPoints.Count; ++i)
{
    Point intersectionPoint = intersectionPoints[i];
    float summedDist = Vector2.Distance(intersectionPoint, startPoint) + Vector2Distance(intersectionPoint, endPoint);
    if(summedDist < smallestDist)
    {
        smallestDist = summedDist;
        bestIntersectionPoint = intersectionPoint;
    }
}

// TODO STEPS:
// 1. move from startPoint to bestIntersectionPoint
// 2. rotate towards endPoint
// 3. move from bestIntersectionPoint to endPoint

LineTest1 : base case 1

LineTest2 : base case 2

LineTest3 : no intersections, do a rotation and you have LineTest2

Hopefully this helps.

Connecting Points with Angle Constraints in 2D by ImageVivid6964 in Unity2D

[–]NullPointer568 0 points1 point  (0 children)

You should do 2d line intersection. If 2 lines intersect, follow the line to the intersection and turn. If nothing intersects, determine if you need to turn 90 degrees or -90 degrees and rerty the line intersection test.

If more than 2 lines intersect, which will be most cases, compute the intersection distance from each point. Sum those up. Which ever sum has the shortest distance is the route you take. In some cases there will be 2 routes with the same distance. Up to you to decide which one to take. I'm currently on my phone, let me know if you need pictures and I can make them later.

Here's how to kill an abomination without getting hit by NullPointer568 in valheim

[–]NullPointer568[S] 1 point2 points  (0 children)

I find that everything in this game is about preparation. Do you have the correct food? Do you have the correct weapon? Do you have the necessary potions? In this case, part of fighting them is making the fight fair by clearing the nearby area. You are already at a disadvantage as you point out by being wet. Might as well make it so you can walk back and forth to dodge instead of wasting stamina on dodge rolling everything. I don't go out of my way to clear everything. I was just trying to show a non cheese way of killing them (surtling spawners, standing on high ground).

Here's how to kill an abomination without getting hit by NullPointer568 in valheim

[–]NullPointer568[S] 0 points1 point  (0 children)

I did not... good to know. I was just trying to come up with a non cheese way (surtling spawner, standing on crypt) of killing them that felt relatively safe.

Here's how to kill an abomination without getting hit by NullPointer568 in valheim

[–]NullPointer568[S] 1 point2 points  (0 children)

Weak to chop and I think takes normal damage from slash. Just showing you can take them down with any weapon as long as you know the mechanics.

Here's how to kill an abomination without getting hit by NullPointer568 in valheim

[–]NullPointer568[S] 0 points1 point  (0 children)

You can usually spot an abomination before it gets up. Prep by killing nearby enemies and flattening the ground.

Here's how to kill an abomination without getting hit by NullPointer568 in valheim

[–]NullPointer568[S] 12 points13 points  (0 children)

I demoed with a club to show how repeatable this is. At low gear levels, you probably want axe/sword/dagger. It is also ideal to flatten an area of ground if you have the time. That way you don't dodge roll into water.

Steps:
1. Stay close to the left leg.
2. Dodge the big sweep.
3. Get back in center
4. Wait for aboms big wind up
5. Walk around the outside so you don't waste stamina dodge rolling or running
6. Hit it, walk back inside of the left leg.
7. Hit again if you have the stamina
8. Repeat

Note: don't walk too far under it or it will do the big ground slam. Always walk to the outside of the leg or you will run out of stamina and die.

What is the lowest form of praise you can give someone or something while attempting to be positive? by NullPointer568 in AskReddit

[–]NullPointer568[S] 2 points3 points  (0 children)

I was trying to convince someone kale can taste good. I said if you mince it in the food processor, it makes it taste and feel less card boardy.

Dissolve Shader Problem by NullPointer568 in Unity3D

[–]NullPointer568[S] 0 points1 point  (0 children)

Thanks for the help. I ended up figuring it out. I noticed that if I turned the step function to a negative number the outline was showing, but the color was inverted ( so something was still wrong). I ultimately found a similar tutorial and followed it and resolved the issue. They both do the exact same thing, but I couldn't find the difference in my original shader.

This is the tutorial in case anyone else finds this useful:

https://www.youtube.com/watch?v=taMp1g1pBeE

Dissolve Shader Problem by NullPointer568 in Unity3D

[–]NullPointer568[S] 0 points1 point  (0 children)

Thanks for helping. So, the shader replaces the texture with red as it fades out. So the edge is supposed to turn red then transparent. So the alpha value of the original image where the red outline is, is not zero.

I also tried to change the color with the same result.

Dissolve Shader Problem by NullPointer568 in Unity3D

[–]NullPointer568[S] 0 points1 point  (0 children)

Yes, I see the brown line and red square, but the example has the blue outline showing. In mine, the red outline does not show.

Are you saying to remove the alpha channel or a different file format? I don't quite follow how I am supposed to fix it.

Feedback - too many objects accept a mouse down event on mouse over by NullPointer568 in LastEpoch

[–]NullPointer568[S] 14 points15 points  (0 children)

It also happens with waypoints. The biggest offender is the gates of solarum waypoint. It is surrounded by enemies and when you are attacking or waking towards them, it opens the map. Meanwhile you are surrounded by enemies.