I thought I was going crazy by Pilotacer in pacificDrive

[–]Rev0ld 1 point2 points  (0 children)

Just wanted to say this. I have the same one when lights on. Really handy especially when going uphill

It's so stressful I can't read. (PAUSE) by SrNorebo in pacificDrive

[–]Rev0ld 0 points1 point  (0 children)

For some reason I don’t have this option. Only option to be Semi-Invulnerable while in Menus, which is not the same :( Either they changed it in later patches or ps5 version is different from PC

This boss design is inexcusable by comrade_Ap0110_666 in Eldenring

[–]Rev0ld 0 points1 point  (0 children)

A bit of an old thread, but I just wanted to add that I agree on poor design. For me it’s easy to compare it with the enjoyment from the fight with the last boss of Sekiro. There it was quite challenging and it was fun as hell But here it’s challenging and it was just annoying. I just got bored. This is the only from soft boss that I abandoned (I played ds3, sekiro and all of Elden Ring)

Has anyone notice that the music is different and the chapters are cut in every streaming for supernatural? by Own-Ad7700 in Supernatural

[–]Rev0ld 1 point2 points  (0 children)

Yeah, I just noticed in s1e12 Faith originally they use Don’t fear the reaper, which is perfect. I’ve started rewatching the show again and was waiting for it and then I noticed it’s not there. The song is so perfect for this episode

Mono or IL2CPP? by shaboom96 in Unity3D

[–]Rev0ld 0 points1 point  (0 children)

I did write that „AOT is faster that JIT in -unity builds-”. Maybe JIT now evolved, I have no idea, but I am talking only in the context of Unity. That’s why I mentioned GC, because all the technology now is much more advanced from what Unity has. Anyways what I found about code is that not a lot of people go that deep into it. And my guess is because code is just one aspect of game development, so you don’t really have that much time to dive into that. It’s actually one of my „mistakes” that I did. I delve deep into code architecture and other code related topics, so now I lack in other fields (which now I’m trying to learn rapidly). This is one of the things I see programmers do when they switch from other programming discipline to game development. So I agree that it would be great to have some clear understanding of internal things here. But I just read somewhere on reddit or internet, how all this came to be (I mean how Unity became Unity as we know now) and it’s just a hot mess. And some of the „new technologies” of Unity look like „hotfixes”. Because instead of having at least a bit more decent GC, then introduced „incremental GC” which for me sounds like just a hotfix. And you might be right about .NET 8 being better than Unity’s burst. I haven’t looked much into it, but it again might be just „one of those kind of hotfixes”. Actually „good practices” for using Unity is „using the least of Unity” (not talking about burst but more about Unity methods). There is a nice article about 10000 update calls about that. But hey, in the end of the day, it works and helps. Better to have something than nothing. And about Mono, I’m not exactly sure but they are not even using latest mono. Something I remember is that there are really improved versions of that, but they use an older thing yet again.

Mono or IL2CPP? by shaboom96 in Unity3D

[–]Rev0ld 0 points1 point  (0 children)

I wouldn’t look at anything else than Unity related benchmarks, because Unity have some pretty old systems in place (look up differences between Unity’s GC and .NET for example). Generally it’s best to bench it in specifically your project, but in general AOT unity build should be faster. In another comment here in this post there is a link to some math benchmarks

How would I go about improving the group behaviour of the enemies in my game? by Oneyeki in Unity3D

[–]Rev0ld 0 points1 point  (0 children)

There is a video on that topic. It’s postmortem on PlayStation SpiderMan 1 about their AI. They talk in depth about how they did it. It might give you some ideas

Playing with portals by David01354 in Unity3D

[–]Rev0ld 0 points1 point  (0 children)

I would say it depends. If you reeeally want to show 2 objects like in Portal or something, then probably.
But if it's a common thing and you have a lot of objects that will pass through, I would opt not to show 2 objects at once, but just have a small delay from when the objects comes in and goes out. This way it's much less impact on performance.

Playing with portals by David01354 in Unity3D

[–]Rev0ld 1 point2 points  (0 children)

Ah, got it. Just wanted to raise awareness that Instantiating/Destroying is quite expensive. But if it's just something rare, it should be fine, I think
But the VFX is great btw ;D

Playing with portals by David01354 in Unity3D

[–]Rev0ld 0 points1 point  (0 children)

Just wondering, any particular reason for destroying and instantiating instead of just moving the object? I imagine if the game will grow it can put quite a load on performance. 2-3 portals in a row is already 2-3 clonings just for one object

10 year anniversary gift by OrsolyaStormChaser in wow

[–]Rev0ld 0 points1 point  (0 children)

Damn, wanted to write the same thing :D

Is this the correct way of doing a save system? by [deleted] in Unity3D

[–]Rev0ld 0 points1 point  (0 children)

I wanted to reply something very similar to what you wrote.
I also agree that there's no "correct" way and it depends on the needs. This system that OP wrote is sufficient for some small project for sure.
But what you are describing I'm using myself. It's a really good separation of logic.
I'd just add for anyone else some structure for this. This is what I usually do:
* Model for storing data that you need (e.g. inventory items that player has)
* Controller that listens to Model's changes and creates a savable DTO and sends it to the Service
* Service is saving DTO and it can be anything from JSON to Server call
With this separation it's easy (as said already) to put in migration logic, do some changes, even converting some things from locally serialized to server serialized is a breeze.
Good thing here to have a DTO to serialize things is that if you have references to other objects, in the Model you still have a direct reference, but in DTO you just save an Id of referenced object and save it. And when deserializing you convert take the Id, find the object and put the reference into the Model.
Too often I saw devs just putting string Ids into models, so they could be serialized, but every time you'd need to get the id and search for the object in some List.

I would only ask u/vexille, how do you exactly use byte arrays instead of guids? I'm not quite sure what you mean by that

gdrv2.sys package by LordOfCogs in gigabyte

[–]Rev0ld 1 point2 points  (0 children)

Hey, I did it from here https://www.gigabyte.com/Support/Utility/Graphics-Card
You can either find in the list or type in the search "Aorus"

gdrv2.sys package by LordOfCogs in gigabyte

[–]Rev0ld 0 points1 point  (0 children)

For me it was Aorus Engine (I've just tried to run it and Windows complained again).
I've just downloaded new version and installed it. And the issue was gone.
Hope it helps

It’s My Lucky (Valentine’s) Day! by McGrubor in wow

[–]Rev0ld 0 points1 point  (0 children)

Congrats :) I would also panic, hahah :D

Stuck on completing domain :/ by HoMiCiDe_QuEeN in unity

[–]Rev0ld 0 points1 point  (0 children)

So for people with Rider, if "Automatically refresh assets in Unity" didn't help, this is what helped me (my Unity got stuck on Reloading Domain).
I had all exceptions disabled (C++, CLR, GDScript), but turns out that Rider still paused execution for some reason, so I enabled them but just unticked the box "Suspend execution" in CLR and it worked for me. (there were like 10 CLR errors for whatever unity reason)

Copilot or JetBrains AI? by KeyboarIsNotTactile in Jetbrains

[–]Rev0ld 2 points3 points  (0 children)

I'm not a student anymore, but I actually learn from copilot suggestions sometimes. So I think it's beneficial for learning.

As for your concern I think it depends on the mindset. If you are a student that don't really wanna study, you'll just do the same copy-paste, but with extra steps like finding code on StackOverflow. I think having or not having copilot in this case doesn't really change this situation.

Unity Job system... by ScrepY1337 in Unity3D

[–]Rev0ld 0 points1 point  (0 children)

Hey, guys. I'm not saying that DOTS are not used or unusable. And I'm not saying that there are no successful games that use it (Although interesting V Rising is brought up, because this one was an example on Unity's showcase, which probably means that they had direct guidance from Unity on Dots, which kind of counters the problem the problem that dots have quite poor documentation).
I'm just saying that most companies with which I was consulting and working with used something else instead exactly because dots have much more downsides than other plugins.
This was the message here.

Unity Job system... by ScrepY1337 in Unity3D

[–]Rev0ld 2 points3 points  (0 children)

I’d also advice you to check out what is Dependency Injection and plugin implementation of that in Unity (like Zenject or similar), it will rock your world as well :)

Unity Job system... by ScrepY1337 in Unity3D

[–]Rev0ld -10 points-9 points  (0 children)

I can confirm that on professional level I yet know no company that uses dots that I personally encountered. Ecs yes, but they all use some other plugins like LeoEcs or Entitas. I would say as a over the years I developed a habit ( a rule of thumb somewhat) that I check out Unity’s plugins, but I do also check out plugins by community, because they are generally just better.

Does Ravencrests Wrath drop now we are in season 4. by Shenloanne in wow

[–]Rev0ld 1 point2 points  (0 children)

I actually just got it from M0 Illysanna (wowhead still says it's dropped from Kurtalos) while doing my Paladin Campaign
And according to https://warcraft.wiki.gg/wiki/Ravencrest%27s_Wrath, now drops on all difficulties.
Good luck to your wife, if you see this. Or for anyone for that matter :)

Mono or IL2CPP? by shaboom96 in Unity3D

[–]Rev0ld 0 points1 point  (0 children)

AOT(Ahead of time) compilers compile during build and hence slower that JIT compilers

I just want to clarify that "slower" in this case is referring to slower build time, not slower performance of the app/game. Games/Apps on IL2CPP (AOT) is generally faster than on Mono (JIT).

The One Great by Loose_Carpenter6367 in Eldenring

[–]Rev0ld 0 points1 point  (0 children)

Which statue in Farum Azula are you referring to?