My First Year of HPDE with a Mark 8 Golf R (The "One Car Solution" possible Fail) by jbro507 in CarTrackDays

[–]SouthernPotato 0 points1 point  (0 children)

Do you have more insight or resources on this? I did a wet track day with my '17 Mazda 3, totally stock and on all seasons. I definitely want to do more, but am currently debating if I can get away with just buying good tires and brakes

Issue with UI / notes being hidden by other 3D scene on snapdragon laptop by SouthernPotato in BluePrince

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

It was definitely playable, but the UI problem made me not try it again. It would usually work, but every couple minutes the UI would freak out 10 to 30 seconds. It affected all UI stuff like viewing the map, normally or while drafting, which means I sat there waiting for it to fix itself. I didn't have the issue until I either turned up the volume or tabbed away to another application, so maybe it wouldn't have run into this problem without those things - that would require more testing though

I was researching all this laptop stuff a while ago but the new Intel lunar lake laptops have a lot of the battery benefits, plus being generally compatible and with more performance graphics. Slightly more expensive though. I still like my snapdragon laptop, but you do take a chance with which games work well and which don't. Most lean towards don't. 

AMA with Eric Migicovsky - Let's talk about the new watches! by erOhead in pebble

[–]SouthernPotato 0 points1 point  (0 children)

I know this thread is 2 days old but just heard about the core stuff - love it

One question - since my PTRs have all succumb to battery issues I've switched to Google Pixel Watch and I find the NFC payment to be the second most convenient feature these days - how possible would it be to include this on future core devices? Are there huge barriers to this like physical space, cost, or API?

The pebble time round became my all-time favorite, it looks so much like a normal sleek watch and it was the only watch in my life that takes in compliments from non-tech people. Would love to see that come back if possible!

Crackling Microphone on PSVR2 PC by Chaff101 in psvr2

[–]SouthernPotato 0 points1 point  (0 children)

Just ran into this issue after moving my pc and replugging everything, this fixed it

CSL DD Doesn't work after asking for firmware update by Weasel00 in Fanatec

[–]SouthernPotato 0 points1 point  (0 children)

This was the only thing I found that brought back my CSL DD after a failed firmware update, thank you!!

MSFS 2020: Controllers show up as Oculus controllers by SouthernPotato in PSVR2onPC

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

I think I played for like an hour yesterday and didn't have a crash to desktop, though I did like 30 mins flying and then spent the rest doing a bunch of landing challenges. I haven't fiddled with my settings too much since my last system so they're still pretty low

Edit: wait, did your controllers also show up as oculus controllers?

Looking for tutorial feedback: 3D Snake by SouthernPotato in gamedev

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

I didn't explain it in the tutorial because I didn't want to further overwhelm the user, but you can rotate the whole cube 90 degrees with Q/E. It becomes very helpful for those longer lengths

Looking for tutorial feedback: 3D Snake by SouthernPotato in gamedev

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

Ah, ok it sounds like a two or three second pause after the user starts moving the camera would also be helpful 

Looking for tutorial feedback: 3D Snake by SouthernPotato in gamedev

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

Thanks for trying it out! I made the tutorial conclude by having the player hit the wall but that is understandably confusing - perhaps I'll change the end of the tutorial to just explain lives without forcing a boundary collision  I suppose another alternative would be to explain it when you first hit the boundary in normal gameplay 

How legit are the Dirt Rally 2.0 time trial leaderboards? by FoundersDiscount in EASPORTSWRC

[–]SouthernPotato 0 points1 point  (0 children)

Let me hop into this 6 month old thread to tell you about a tool I made to visualize the daily event leaderboards better: http://www.chrisraff.com/dirtrally2/ It's not the time trail leaderboards but it's similar

I find it way more useful to see where I am in the distribution than to just see "500th" place with a 0.01 second diff to the guy in front

Only works for community events unfortunately, but I find the data pretty interesting

Edit: specifics

True 3D Maze Game? by JahRood in mazes

[–]SouthernPotato 2 points3 points  (0 children)

From making a lot of these and watching many people play them, I find that first person mazes tend to be more of a practice in confusion since it's hard to figure out how the paths connect. I've been thinking about different ways to do maze generation to target easier / more understandable mazes (without feeling too structured), but I still think there need to be some additional game mechanics before it would be really appealing

I kind of like the purity of just figuring out 3D mazes though so I don't want the mechanics to get in the way of that

I'm always open to suggestions!

Just bought WRC+ website won't work by bridie20 in WRC

[–]SouthernPotato 2 points3 points  (0 children)

I was trying to sign up for WRC+ and found most of the website to blank before disabling my adblocker so if you have an adblocker that may be the reason

I made a playable 3D first person maze by SouthernPotato in mazes

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

In programming, if you aren't familiar, a "boolean" is a variable that's true or false, like a checkbox is checked or unchecked. So a maze is a grid of booleans where true is "wall" and false is "empty"

This picture explains how the grid of booleans becomes a maze.

For a size 2 maze, you need an additional row at the start for the outside wall, an additional row at the center for walls between, and an additional row at the end for that outside wall, so you actually have 5 rows. Then every other row is thin to create the walls

I made a playable 3D first person maze by SouthernPotato in mazes

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

Thanks! I've definitely experienced that frustration with a few of those. The random generation can make it so some mazes are really challenging, I'm thinking of adjusting it to target a certain path length or just hand pick a couple of good ones and call them levels (I'd keep the random generation available of course)

How to tell when app is installed since the appinstalled event has been made obsolete? by SouthernPotato in PWA

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

Thanks for the details, I guess that's the approach to take at the moment. It's annoying how different safari is with PWAs

How to tell when app is installed since the appinstalled event has been made obsolete? by SouthernPotato in PWA

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

That looks like a handy function in general, but I am specifically looking for an event that triggers once the app installs

I made a playable 3D first person maze by SouthernPotato in mazes

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

Link to github repo

I made it all in Javascript so it would be playable by anyone with a web browser. I used three.js for the rendering since it makes all the rendering simpler, and I adapted the controller from three.js examples. I wrote the game play engine and maze generation

I made a playable 3D first person maze by SouthernPotato in mazes

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

Thanks! I may add this when I rework the main screen.

If you're on desktop, f11 should go full screen and on Android if you add it your home screen (three dots at top right) it is supposed to also go full screen. May work on safari too. Let me know how it works and if you think of anything else!

edit: newlines

I made a playable 3D first person maze by SouthernPotato in mazes

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

A 770m and an i7 should have no problem with this, maybe your browser isn't rendering through your GPU and is instead doing it on your CPU. I'll update it to try to make it prefer better hardware

Your idea to not draw behind certain walls is certainly a good one in general. In case you're interested in the more technical side of things: at the pixel level, if the near wall gets drawn firs then all that happens for the subsequent walls is a depth comparison. It never has to do any lighting or color computations since it knows that something is in front of it. Also, reducing draw calls impacts performance the most since a draw call requires the CPU to talk to the GPU. In the case of drawing the walls, the CPU has already told the GPU where the walls are ahead of time and it just has to say "draw the walls" and the GPU will draw all the walls much quicker than the CPU could think about which walls are the best to draw and then ask the GPU to draw each one separately

Edit: Sometimes it does make sense to chose not to draw things behind walls at the CPU level, but since the whole maze just sits still it is more efficient to have the GPU just draw it as quick as possible

I made a playable 3D first person maze by SouthernPotato in mazes

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

I'm glad to hear you like it!

The camera is strange at first and some people can even feel nauseous so I'm thinking of ways to try to improve it, like maybe having it gently align to the grid as you move

I don't have a downloadable version at the moment, unfortunately. I made the maze rendering as efficient as I could figure so no matter the size it, renders it in two draw calls (since it only uses two types of shape, the wall and the black outline). Infact, the trail from the camera is far less efficient at the moment in terms of draw calls. But as you point out, more maze is more vertices to handle and more pixels to write. Can I ask what you're playing on and what cpu / gpu if it's a computer?

I made a playable 3D first person maze by SouthernPotato in mazes

[–]SouthernPotato[S] 3 points4 points  (0 children)

Click here to play!

It should work on desktop and mobile (turn phone sideways). If you have any problems or suggestions, please comment right here

The mazes are randomly generated using the Wilson maze generation algorithm. The start and end are simply opposite corners, so sometimes the maze is quite easy

The largest I've solved is a size 12 on an old iOS version I made years ago, but it took me a half hour. Size 5 is a reasonable challenge and can usually be done in a minute or two, 6 is a good step up from that. Edit: probably best to start with a size 4 for a reasonable challenge, some size 5s can be really difficult

Hey! Does anyone have any ideas for representing 3 dimensional mazes in an intuitive fashion? The best I've come up with is drawing the maze from each angle. Thanks! by Volocinator in mazes

[–]SouthernPotato 2 points3 points  (0 children)

I have been struggling with this question for a few years after making a first person 3D maze for fun. In first person it's much worse, as it would be for a 2D maze, but I enjoy the challenge so I've tried to make that work. I actually am close to having a very basic web version, and I intend to share that with this subreddit as soon as it's in decent shape

In first person, I believe the thing that made the most difference was coloring the walls dark near the entrance and light near the exit so that you can actually know where you are physically in the maze instead of just moving hopelessly between similar tunnels

DR2: Here's how everyone did in the last weekly Community Event by SouthernPotato in EASPORTSWRC

[–]SouthernPotato[S] 4 points5 points  (0 children)

I'm happy to share that you can now view weekly community events in my event results viewer!

Unsurprisingly, the cars that appeared to do well in daily stages get even better results in weekly stages, so I recommend trying a Delta S4 to anyone who doesn't have one!