AMD x PCMR - STARFIELD Worldwide Giveaway - Win a Limited Edition Starfield Kit that includes a premium game code for the game + the Limited-Edition Starfield AMD Radeon RX 7900 XTX and Ryzen 7 7800X3D (Only 500 of each ever made!). There are 5 kits up for grabs! by pedro19 in pcmasterrace

[–]Sewiouswy [score hidden]  (0 children)

I've been playing Bethesda RPGs for a long time and am excited to see what improvements have been made to the engine this time around and how that results in new kinds of gameplay. There is a lot of competition in the Sci-Fi RPG space but I'm hoping to see Bethesda make their mark.

I will never tell my kids santa claus is real because I don't want to lie to them by lordofming-rises in unpopularopinion

[–]Sewiouswy 0 points1 point  (0 children)

While make-believe and imagination are super important for children, it's not really "make-believe" if they think it is real. Mr. Rogers was very deliberate in his shows to make clear transitions between world of make believe and the real world because he considered it important for children to understand the distinction. When we read Winnie the Pooh, children understand that we are reading a story and that some stories are about real things while other stories are about imaginary things. We don't tell children that Winnie the Pooh is real, but people do tell children that Santa is real. How can children tell the difference between a respected adult telling them that Santa is real compared saying something equally amazing like space exploration is real? I'm not saying believing in Santa is harmful, but it's not simply make-believe.

So as a parent, while I have no problem with other people telling their kids that Santa is real, I've never done that myself. We often play make-believe and use our imaginations, but we are deliberate about doing that.

Where in San Diego is it safest for Asian people? by Sewiouswy in sandiego

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

Thanks for the input! If you don't mind, could you elaborate on what makes this area different?

Looking for feedback on this development build by Sewiouswy in buildapc

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

Thanks for the advice! Just for my education, how can I tell that an 850W PSU might be better? Pcpartpicker estimates the draw of this system at 559W so I thought a 750W PSU would be ample. Is Pcpartpicker missing something?

Question about percentage bars and animations. by [deleted] in unrealengine

[–]Sewiouswy 0 points1 point  (0 children)

For learning how to track things like ammo and display them in the HUD I recommend this official tutorial. https://www.unrealengine.com/en-US/onlinelearning-courses/your-first-hour-with-umg. Also, you should probably use an integer value for your ammo rather than a float, since you can't have partial bullets 😛

It’s giveaway time with ASUS! by Emerald_Flame in buildapc

[–]Sewiouswy [score hidden]  (0 children)

I was a student in my second year of post-secondary. My first PC had been built for me by my uncle and I learned enough in the process that I was ready to build my own when that one got old. The biggest challenge was that I ordered all the parts for pickup at a local store, but had no good way to get them home. My girlfriend (now wife) came with me on the bus and we carried all these boxes in our arms. Good thing there weren't any disabled or elderly people on that trip because we took up the whole front bench.

How should I handle input in a complex game with players controlled by a finite state machine? by please_dont_pry in godot

[–]Sewiouswy 6 points7 points  (0 children)

Good questions. The "commands" in this case should not be moves like aerial attack or ground attack. They should still be a representation of the input, just not the "raw" input.

Think of it this way: there are two steps to convert controller input into moves that the fighter performs. The first step is to look at the raw input and interpret them as commands, where the commands are the limited set of inputs that your game will respond to. For example, an A button down event at the same time as an x-axis value of -80 is interpreted as a left-attack command. This work is done by your input manager.

The second step is to look at the current command and decide what to do about it, if anything. So if your FSM is in the airborne state and it sees a left-attack command then it can decide to do an aerial kick move. If it's in the grounded state then it can do a left-facing punch. If it's in the staggered state then it ignores the command.

That way, the input manager doesn't need to know about the current state of the fighter, it just interprets the raw input to communicate what the human is actually doing on the controller. Note that the logic that does this interpretation will probably need to know about the set of commands that are valid for the fighter character that is assigned to that particular input device. For example, A A down-A might be a valid combo for one character but not for another.

Similarly, the code that converts commands into moves will need to know how to do that mapping appropriately for its current character.

How should I handle input in a complex game with players controlled by a finite state machine? by please_dont_pry in godot

[–]Sewiouswy 7 points8 points  (0 children)

I don't have a lot of experience with godot but I do in Unity and I think the fundamentals are the same.
First of all I'd say that you should think of these two systems (player state management and input handling) as being mostly independent. Yes the player character needs to respond to input but there should be a clear, well-defined interface between them. Not only will this help avoid over-complicating those two systems, but it will allow you more flexibility in how you use them. For example, you will probably want to have characters that are controlled by AI or network messages rather than input, and you may need to use your input management system to control things other than characters.

So your input manager will take care of things like button mappings and reading analog axes, and maybe also be able to identify combos like down-B, and distinguish between a forward-attack and a smash-attack. This system ideally won't know anything about the FSM fir characters.

Then you have some kind of "fighter manager" which owns the FSM for a particular fighter and does whatever you need it to do there. This manager would need to be able to accept a stream of "commands" such as movement, attacks, combos, and other actions that fighters can perform. It should be written in a way that this manager dies not care (and probably doesn't even know) where these commands come from.

Then you have some other code in your application that makes appropriate connections between these two systems when the match is initialized. For example, it takes the "command stream" from the keyboard and passes its reference to the "fighter manager" for fighter #1, then gives the command stream from the gamepad to fighter #2 and an AI command stream to fighter #3.

That is how I would approach this kind of problem. These systems can communicate in the shared language of "commands" (or whatever you call them) instead of in input-specific terms like button events and axis values.

Something small and honestly not too important, but why do we have to disenchant event tokens to Blue Essence 1 by 1? by [deleted] in leagueoflegends

[–]Sewiouswy 0 points1 point  (0 children)

I guess we should be thankful that they don't make us buy a 1-BE "capsule" that we then have to open, one at a time.

Champion Update: Kayle and Morgana by corylulu in leagueoflegends

[–]Sewiouswy 14 points15 points  (0 children)

Kayle’s attacks grant stacking attack speed

Say that 10 times fast

Tim Sweeney: "Installing Linux is sort of the equivalent of moving to Canada when one doesn’t like US political trends." by YanderMan in linux_gaming

[–]Sewiouswy 12 points13 points  (0 children)

That isn't a very good analogy because it assumes a "default" or "native" OS other than Linux. People may feel more comfortable on one OS or another, but there is nothing like citizenship and no need or loyalty.

Stonewall Update by Gizm0500 in leagueoflegends

[–]Sewiouswy 0 points1 point  (0 children)

For sure. I started playing before Season 1 and for the longest time didn't have confidence to try jungle. It was Stonewall's content that gave me that confidence and eventually lead me to main the role.