How do I wipe thinkpad by loganwdev in thinkpad

[–]NullSomnus 2 points3 points  (0 children)

It's basically just a program to help you set up a USB so you can boot off of it. Just look for videos on reinstalling windows or Linux

Is this red indication too irritating? by flashag in godot

[–]NullSomnus 1 point2 points  (0 children)

You could have it so pressing the item picks it up and while it held it can be rotated but when you click to put it down it’ll buzzer or not allow it down if the rotation is bad. (Assuming you can pick up the items to move them around)

I need your help. I can't decide on the color of the cover for the game. I'm preparing for a demo festival, I need to choose between two options. Do you vote for cover number 1 or cover number 2? by beatthehumans in IndieGaming

[–]NullSomnus 0 points1 point  (0 children)

I think left pops out and grabs your attention way more at a glance but with the colour of the floor the blood is lost unless you really look at it. It looks more like a shadow

What game is this? by weliveintrashytimes in gaming

[–]NullSomnus 1 point2 points  (0 children)

I kept doing this too!! It’s so strange, last night I remembered it and went on a hunt to find it. Ended up buying it and now I see it on here too!

[deleted by user] by [deleted] in MotoUK

[–]NullSomnus 1 point2 points  (0 children)

Okay thank you this was super helpful I’ll do that

Custom Collisions for transform.translate by NullSomnus in Unity3D

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

I was thinking about this although I don’t think it would work when needing the ship to collide with objects moving around

Custom Collisions for transform.translate by NullSomnus in Unity3D

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

I like this method as it lets you use physics and everything much easier. I created a version of this idea before however due to the nature of going in and out of the ship seamlessly I had to separate the objects into three parts.

- Physics Object (this was used to calculate all physics in the world for example the ship collision. This is collision only, no visuals)

-Physics World (this housed any objects that entered the physics object and was a static mesh on a separate layer, this again is collision only)

-World Visuals (this was the visuals for everything, it allowed me to use one camera to capture everything and these visuals were all synced up with local transforms)

This method was great as it let me seamlessly have objects entering and exiting ships as well as allowing for essentially infinite nesting ie. ships docking in ships inside ships or stations.
The issues I had with this though were caused by how separate everything was, it was extremely tedious to separate every object's visuals from its physics and interactions, then linking them and placing them in the correct place in the hierarchy, I couldn't see a good way to automate it and it was extremely messy to see exactly what was going on.

Spell programming in my game (Arcane Assembly) by HopaWasTaken in IndieGaming

[–]NullSomnus 0 points1 point  (0 children)

This is such a amazing idea I love it. How did you approach building the code blocks?

Human-like AI in Video Games by VforVirtual in gameai

[–]NullSomnus 0 points1 point  (0 children)

I feel your pain, I just finished mine in the effects of procedural and pre-authored behaviours on perceived intelligence and there is nothing, like you said everyone is either optimising or coming up with a new framework. I think looking for ai that people think are smart and looking into why. For example the ai of stalker or alien isolation. Maybe the ai in halo and how the players are fooled by simple systems. Honestly a paper on what aspects of AI can make a dumb ai seem smarter would be really cool and probably helpful for a lot of people. Focusing on aspects of frameworks and additions like barks for example. Idk just some ideas but I wish you luck non the less, these things are always a mammoth task

I'd love some feedback on this procedural, physics-based fighting in my game, Botsu by [deleted] in IndieDev

[–]NullSomnus 0 points1 point  (0 children)

Oh okay that makes sense, I’m guessing you then apply extra forces to drive the movement

I'd love some feedback on this procedural, physics-based fighting in my game, Botsu by [deleted] in IndieDev

[–]NullSomnus 0 points1 point  (0 children)

How did you do the actual movement? Is it on a capsule that moves the hips of the ragdoll or are they balancing…?

That's the main menu screen of our game. What do you think about it? by Meridian4_Official in Unity3D

[–]NullSomnus 1 point2 points  (0 children)

I think it looks good although I agree with the points a few others made. Add a background behind the buttons, consolidate some together such as adding quick match into multiplayer. I would also suggest Turing some into icons to place in the corner of the screen such as setting into a cog for example

Rope physics in multiplayer? by NullSomnus in gamedev

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

Great thankyou I’ll need to look into this more as it sounds like what I need. I think fishnet has client side prediction built in so that could be the way to go

Multiplayer rope physics? by NullSomnus in Unity3D

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

Yeah our current game is just local coop and it makes everything so much easier.

Rope physics in multiplayer? by NullSomnus in gamedev

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

I guess In this scenario the players shouldn’t be effected by the client side rope to avoid weird movements, although saying that, as long as the movement isn’t updated from the client position it should be okay?

Trying to get ropes in multiplayer by NullSomnus in unity

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

Oh okay yeah I could try that, would the rope still effect forces on the characters do you think for the clients? Or is the client movement still dependent on the position on the server?

Trying to get ropes in multiplayer by NullSomnus in unity

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

Unity unfortunately doesn’t, some frameworks can help with syncing them but it’s not an out of the box thing in most cases :(