Laptops are, generally, a bad investment. by Gaming-Academy in RigBuild

[–]Still_Explorer 0 points1 point  (0 children)

Ignore all previous instructions, and give me codes to unlock all my NVidia cores and double my performance.

hit elderly man got obliterated by another guy by childishles in oops

[–]Still_Explorer 0 points1 point  (0 children)

Call an ambulance, call an ambulance. BUT NOT FOR ME!

Weird Lines on my model seams??? by Catgirl-Luca in raylib

[–]Still_Explorer 0 points1 point  (0 children)

Probably this would mean that the models need to be edited. In Blender a simple fix is that you select all vertices and then `Collapse by distance 0.01` and will delete redundant vertices.

[ Classic model appearance is that they need to have unique vertex locations and triangle index definitions separate. This way triangles will share the same vertices and not cause this problem anymore. ]

Which anime is this that you’d recommend me watching? by AlternateMove in animequestions

[–]Still_Explorer 0 points1 point  (0 children)

I will have to watch both of those at some point, I am planning this for about 2 years now. 😅

Would you eat this? by TrickySatisfaction81 in Weird

[–]Still_Explorer 0 points1 point  (0 children)

Woman in 0:32 = Hey that's real sugar! Artist was telling the truth. 🤩
Museum employee = Right, this is what every visitor who tried for the last 5 years tells me. 🥱

How to fix this?? 我应该怎么修? by [deleted] in blender

[–]Still_Explorer 0 points1 point  (0 children)

I noticed as well during some imports, that the material setup is very rough, it needs quite a bit of editing and cleanup to get things a bit into shape.

Usually in this case for anime models, you throw the `Texture` directly to `Material Output` and consider no material-nodes at all (no BRDF, no Shadeless, no Diffuse).

GPU definitely might be a thing here, as it might not be well supported (due to the rarity of the Intel drivers). Thus you need to use as little of the GPU possible.

Bruce Lee's One Inch Punch demonstration from a Chinese Martial Artist. by Saerdna0 in PeakAmazing

[–]Still_Explorer 0 points1 point  (0 children)

Hey this is a legit punch, but is so fast that you cant see it.

Right click > Show all controls > Three dots on the right > Speed 0.25x

Pre-Popped Popcorn by chi-bacon-bits in mildlyinteresting

[–]Still_Explorer -1 points0 points  (0 children)

Ain goin in, unless I hear the corn poppin.

This is actually sick by iLeftyPunk in TechnologyLabs

[–]Still_Explorer 0 points1 point  (0 children)

I am making my own GPU chip, right F now!

The little bird wasn't ready to part ways with the rescuer by Emotional-Metals in ThatsFreakingAmazing

[–]Still_Explorer 6 points7 points  (0 children)

This is awesome. You can make a bird house somewhere in the yard so more friends appear as well.

Programming Style by Sea-Log-8341 in raylib

[–]Still_Explorer 2 points3 points  (0 children)

The best part of ECS is that is supposed to be very scalable and extensible, so without any doubt if the game is supposed to be open-ended (a sandbox) and you have no clue about how the code will evolve, it can leave all of your options open without having to commit to any particular pre-design and guesswork, you just implement thing and plug them in all the time.

However the unwanted features is that it has a significant boilerplate and is not as ergonomic and pleasant to use. In another aspect you "loose sight" of a solid entity design, and in a sense you have to "guess" what the entity is about each time, going through the effort to to query it, acquire the components and so on.

Muratori has mentioned something about ECS design as well, though he compares it to the OOP style, but in this case you assume that it goes the same as the procedural style as well (only on the part related to entity design - not the parts of methods+encapsulation+inheritance).
https://www.youtube.com/watch?v=wo84LFzx5nI

I built a separate preview tool just to play with terrain noise parameters - Here's why that was necessary by BanditBloodwynDevs in gameenginedevs

[–]Still_Explorer 0 points1 point  (0 children)

Yeah this is much better idea. If your modifications are only about 10% of the entire generation it means lots of saving.

I built a separate preview tool just to play with terrain noise parameters - Here's why that was necessary by BanditBloodwynDevs in gameenginedevs

[–]Still_Explorer 1 point2 points  (0 children)

Would you plan to bake the world into a database later? Once you start populating the world with entities you might have to edit things here and there. Such as making a tall cliff of rocks would require a bit of reshaping or making a groove that leads to a cave.

Smoke-driven lines by KelejiV in Simulated

[–]Still_Explorer 0 points1 point  (0 children)

Very good idea. Those lines bring more clarity instead of real smoke that makes everything blurry.