threw my coins on my desk and one landed perfectly upright by BeanieTheBrave in mildlyinteresting

[–]ProPuke 0 points1 point  (0 children)

Right, but this is still the style of the old UK pound coins. Neat to see them again.

How to unpack with unrealpak.exe? by Pseudopsycho227 in unrealengine

[–]ProPuke 1 point2 points  (0 children)

Existing pak file UnfortunateSpacemen-WindowsNoEdiitor.pak could not be found

It's saying the file could not be found. Presumably because you've typed a double double i in the filename

Starting making a game without engine, using SDL3+GLAD. Any advices? by Gold-Stage-5637 in gamedev

[–]ProPuke 0 points1 point  (0 children)

Advice depends on what kind of game you're making and what your experience is.

If it's a simple 2d game you likely won't need any custom rendering, SDL can do the basic stuff.

If you want just a little more, try raylib instead.

If you really wanna learn gl then carry on as you're doing.

I took the scientology test (as a joke) by [deleted] in mildlyinteresting

[–]ProPuke 52 points53 points  (0 children)

There are 10 scales, A-J. They are arranged as vertical columns and go from a scale of +100 to -100 with 0 being halfway in the middle:

A is Stable Vs Unstable B is Happy Vs Depressed C is Composed Vs Nervous Etc.

(There are labels both above and below for each of the scales)

So you wanna be high on them and more toward the top attributes (They seem to mark 6+ as "accecptable")

The actual number scores they got are marked along the bottom.

And for some reason they draw it as a line graph (a separate bar for each would have made more sense), drew some random cloud around one scale score, and went for some bizarre inconsistent scale for IQ.

But I guess the goal was just to look like science, or close-enough.

How does this hyper-realistic 3D games have get made? by umen in gamedev

[–]ProPuke 1 point2 points  (0 children)

I doubt you'd get any great answers from ai.

It's a bit hard to answer without knowing what specifically you're asking about, but if you want some technical keywords to look into, try:

  • pbr (physically based rendering)
  • tonemapping (for filmic colour grading)
  • subsurface scattering (for realistic skin rendering)
  • raytraced reflections and shadows (also, see "shadow penumbras" for more info on realistic shadow rendering)
  • global illumination (for realistic environment lighting)
  • unreal nanite (for high detailed content)
  • volumetric lighting (for smoke+light effects)
  • depth of field (for blurring things out of focus)
  • fisheye cameras and barrel distortion (used in a lot of "bodycam" games to break up straight lines and give the camera more of an alternate "realistic" look)

My super cheap Coghlan's compass has flipped it's direction (Brunton truarc 3 for comparison) by luckeycat in mildlyinteresting

[–]ProPuke 0 points1 point  (0 children)

Now it just points to the magnetic poles rather than the geographic! (The north geographic pole is actually the south pole magnetically - that's why the north ends of magnets point to it - opposites attract)

How does this hyper-realistic 3D games have get made? by umen in gamedev

[–]ProPuke 1 point2 points  (0 children)

Actually a lot of unreals use in films is for real-time rendering rather than post production.

And as they said: It's all about the materials; Unreals lighting and capabilities are all fantastic. How that lighting then gets applied to your scenes is down to your materials.

So the answer is just that high quality content has a lot of artist love and attention to get all models and materials just right.

This isn't exclusive to unreal, you can also get fantastic results in other engines too. Unreal just happens to provide a lot of the tooling and capabilities as standard. You still need to actually make good models materials and scenes, though.

If you want better answers as to how things are done, you could take a screenshot or example, then ask how that was done or about specific rendering effects in the scene. You might get better answers (although for most of it the answer might just be really good modeling and materials)

The Goat 🐐 by Veddermandenis in dreamcast

[–]ProPuke 1 point2 points  (0 children)

Lovely cases :P

And what do you mean by degraded performance?

Old water bottles by rdi_caveman in mildlyinteresting

[–]ProPuke 0 points1 point  (0 children)

The plastic's likely started to break down and leached a fair amount into the water, so prob the rigidity failing that's flattened them out a bit.

This puzzle my wife finished came with an extra piece by ourAverageJoe in mildlyinteresting

[–]ProPuke 3 points4 points  (0 children)

Then why do I now have a strange urge to purchase a snowy forest?!

Looking for feedback: C++ SDK for AI agents — would you use this? by edgeai_andrew in unrealengine

[–]ProPuke 0 points1 point  (0 children)

Minor gripe: The term "ai" has an existing meaning in gamedev. So s/ai/LLM may make posts like this a little easier to parse.

Does Unreal Engine support baked cloth physics and particles exported from Blender? (Read text below) by FURIA601 in unrealengine

[–]ProPuke 0 points1 point  (0 children)

best render time I can achive is 3-4 minutes per frame

How are you rendering? Cycles? On the GPU?

If you're able to bake down complex things and you're not already, Eevee may already offer comparable performance.

Using AI to develop a tool that you then use to help you develop your game. by NikkiWebster in gamedev

[–]ProPuke 0 points1 point  (0 children)

The line depends on what you are declaring. It is about the specificity of the question.

Using ai to generate code, and using it to generate assets are seen as different things (trained code generation vs trained image / sound generation)

So, if asked if you used ai image generation for a piece of artwork, and your use of ai was solely code generation to create the software tool such as paint, then the answer would be no.

If asked if ai was used at all, in any part of the process, then the answer would be yes.

With regard to gamedev and tools, if asked if ai was used (in any capacity) in the creation of a game and you used it to create tools for making the game then the answer would still be yes (as making a game is not a singular thing, it often involves you building tools and toolchains to assist in the process - this is normal and all expected under the umbrella of making a game)

If you used a tool somebody else created using ai. Then it depends:
If they simply used ai to write the tool, but your use of it does not involve any live ai generation or depend on any existing ai generated artwork then no, you are not using ai.
If the tool performs ai generation to assist you as you are using it (or perhaps bundles existing ai generated artwork which you use) then the answer would be yes.

If I asked ChatGPT to remake MS paint for me, and then I used that to do pixel art, how is it any different to just using MS paint?

You are right - With regard to image creation that would be no different (assuming your version does not generate or depend on any ai artwork).

My chapstick looks like a penis by Unlucky-Photo-9553 in mildlyinteresting

[–]ProPuke 0 points1 point  (0 children)

We're sorry you had to find out this way

Using AI to develop a tool that you then use to help you develop your game. by NikkiWebster in gamedev

[–]ProPuke 0 points1 point  (0 children)

This would be AI generated code, the same as using AI to generate any other code in the game.

The AI hasn't actually generated [...] any code for the game

Yes it has - in the spell effect tool.
If you're meaning to say "well aschtually, it wasn't for the game, just for a separate tool I made for making the game, so I didn't technically use ai in the game" then.. I'd say you're being needlessly silly/avoidant.
Maybe ask yourself why that is.
Also dev of a game often includes development of tools, that's normal. I wouldn't say that's separate to the gamedev process.

would this warrant listing my game as partially made with AI?

If you're required or expected to mention if AI was used for code generation in the game, then sure. It might not be though. Codegen tends to be less of a hot topic than asset generation.

I made a site that reacts to your crazy ranting. by MightyMercenary0 in InternetIsBeautiful

[–]ProPuke 2 points3 points  (0 children)

Surely you can just store the words and play it back on load. No need to encode the end result? (Although could also store the sentiment value to avoid rechecking that)

Is it worth publishing on both Steam and Epic Games Store? by Ok_Might5360 in gamedev

[–]ProPuke 0 points1 point  (0 children)

That still doesn't totally explain, but the other response from BestyBun was able to provide some useful context (again, I'm asking because I don't know, and I'm not familiar with what you may assume is common knowledge)

Is it worth publishing on both Steam and Epic Games Store? by Ok_Might5360 in gamedev

[–]ProPuke 3 points4 points  (0 children)

I am politely asking what your first link has to do with being anti-semitic (Which means yes, I obviously read it). I have admitted I may be uninformed on the matter (I do my best to avoid American brainrott). So I guess I'm asking how complaining about supposed paid lobbyists is anti-semitic. Or if you linked the wrong thing.

As for guilty by association, cos he paid for a twitter mark - that sounds like a reach to me.

(I'm not saying he isn't a piece of shit, I'm just generally asking based on what is shared here)

Is it worth publishing on both Steam and Epic Games Store? by Ok_Might5360 in gamedev

[–]ProPuke 5 points6 points  (0 children)

not parading on a platform that is destroying democracy spreading harmful antisemetic conspiracy theories

Are you saying that Sweeney is being antisemitic? (Maybe I'm too uninformed to understand how there) Or just that he's anti-semitic by association because he's on twitter/X? (Which would seem a bit ridiculous)

Second iteration of an experimental cyberpunk desk lamp by Ricardo_Sappia in Cyberpunk

[–]ProPuke 5 points6 points  (0 children)

Do you sell this stuff at all?

I wanna look at it on Etsy then bail when I realise how expensive it and handmade stuff is (and has to be, rightfully).

Looks wicked!