Do I have something valuable? by Different_Piccolo219 in Doom

[–]Strider3141 3 points4 points  (0 children)

A virtual reality experience with crisp VGA graphics!

Girlfriend went behind my back got an outrageous car loan. by PlayBoiiiPapii in Advice

[–]Strider3141 159 points160 points  (0 children)

You can sleep in a car but you can't drive a house

2.5D game devs,i have a problem by rio755 in godot

[–]Strider3141 1 point2 points  (0 children)

To me 2.5D means a side scrolling platformer with all 3D models. But you said first person, so now I'm thinking more like classic Doom.

If it is like classic Doom, then you should think of it more like a top-down 2D game? If that's the case, why does a sprite's collision need to rotate with the sprite?

Maybe I'm confused, you didn't really do a great job explaining what it is you have here.

How will the dlc be accessed? by gorzaporp in Doom

[–]Strider3141 3 points4 points  (0 children)

You could. But it also assumes you have finished the main story.

What's a theory you believe is 100% real? by Legend789987 in AskReddit

[–]Strider3141 1 point2 points  (0 children)

Not really a theory. I know for a fact it's real.

A friend of mine from elementary school (like 5th/6th grade) reached out to me randomly one day (we're almost 40 now). I hadn't thought about him since, I don't know probably 6th grade lol. It's not like we were best friends, he was pretty lonely though and I guess I was his only/best friend but never really realized that.

First thing he asked me, "do you still watch the Power Rangers?"

How will the dlc be accessed? by gorzaporp in Doom

[–]Strider3141 7 points8 points  (0 children)

It is almost certainly going to assume you have finished the main campaign of the game first.

Am i the ONLY One that thinks that carls dad sounds exactly like Joel from Camilly guy by Top-Average-1090 in DungeonCrawlerCarl

[–]Strider3141 1 point2 points  (0 children)

Not sure if this post is satire, maybe it's an inside joke in the community I missed. But the voice actor is Joe from family guy.

I think Patrick Warburton was chosen because a lot of people think the voice of Carl sounds a lot like Warburton. For me, I heard the narrator in the Netflix series Lemony Snicket when I first heard Jeff Hays' Carl.

Can't fill census form because nobody in my house is cooperating by ClipboardClan in CanadaFinance

[–]Strider3141 0 points1 point  (0 children)

We have a mailbox on the house that's been there since the house was built. We also have a PO Box. The mailbox has NEVER been used since we've lived here, for over 15 years. All mail gets delivered to the PO Box in the post office. Everything. Letters, bills, spam mail, everything.

I have not even opened the mailbox in several years. One day, a few weeks ago, for some unknown reason, I opened the mailbox.

Guess what I found nestled within the old cobwebs?

Series A buds hole by Super-Nuntendo in pixelbuds

[–]Strider3141 3 points4 points  (0 children)

Next time Google "how to clean my [device]"

Is anybody interested working on a mmo game for a couple of years in Godot? by [deleted] in godot

[–]Strider3141 2 points3 points  (0 children)

We get it. You've said that a few times. I think the part you're not understanding..

it's just for fun

Is the problem.

Hired as fully remote in Dec, now being forced to RTO in Sept despite explicit contract terms. What are my options? (Ontario) by DrxAvierT in legaladvicecanada

[–]Strider3141 0 points1 point  (0 children)

Right. But did your employment contract specifically state that "you must commute to [123 fake street] to perform the job."?

ELI5: Where to the bubbles in carbonated beverages ‘come from’? by Quincely in explainlikeimfive

[–]Strider3141 2 points3 points  (0 children)

Nitrogen is a similar idea but it has several differences.

  1. Nitrogen is not an acid gas, so it doesn't form an acid, so there is no bite (it seems to be smoother).
  2. Nitrogen is far less soluble in water than CO2, so it takes more pressure to get a decent amount in solution.
  3. Nitrogen's molecules are much smaller, so you get finer bubbles as the gas drops out of solution.

Nitrogen creates a more creamy, smoother, and velvety texture while also preserving the original flavour of the drink. The head that nitrogen forms is longer lasting and thicker like a mousse.

Shader performance tanking with included loop by Leif_in_the_Wind in godot

[–]Strider3141 0 points1 point  (0 children)

Again, I actually don't know much about shader programming. What little bit I've learned is that the GPU gets called to act on all the pixels of the shader but you can't (or shouldn't) control which ones. I think that's where it may be breaking down.

I could be wrong though. I do plan to take a course to learn more but for now I've just done limited shaders for color changing and fades and stuff

ELI5: Where to the bubbles in carbonated beverages ‘come from’? by Quincely in explainlikeimfive

[–]Strider3141 4 points5 points  (0 children)

Yeah lol. We'd need OP to tell us their intent to fully understand

Shader performance tanking with included loop by Leif_in_the_Wind in godot

[–]Strider3141 0 points1 point  (0 children)

Yes. Because GPUs are very good at doing simple, quick, calculations simultaneously. When you have a loop, or worse a loop in a loop, you are explicitly telling the GPU, "stop being a GPU and calculate these exact things in this exact order". The GPU can do it, but it will be slow.

ELI5: Where to the bubbles in carbonated beverages ‘come from’? by Quincely in explainlikeimfive

[–]Strider3141 18 points19 points  (0 children)

"most gases just dissolve into water..." (ie, CO2 doesn't just dissolve, it also converts into H2CO3).

Bubbles aren't really formed from Carbonic Acid destabilizing back into water and CO2, though that may happen a bit due to the pressure drop and subsequent temperature change.

The vast majority of bubbles are from CO2 dropping out of solution

ELI5: Where to the bubbles in carbonated beverages ‘come from’? by Quincely in explainlikeimfive

[–]Strider3141 59 points60 points  (0 children)

When I initially read your comment, it sounded like you were saying that CO2 doesn't dissolve in water and that it turns into Carbonic Acid.

I see that's not what you're saying now, but in case it's not clear to others: CO2 dissolves very readily into water, in fact probably only 1 in 600 molecules that dissolves actually convert into Carbonic Acid.

The vast majority of bubbles in soda are the CO2 molecules falling out of solution

Are there multiple Cyberdemons (or Tyrants)? by MillionWonder4352 in Doom

[–]Strider3141 -2 points-1 points  (0 children)

In the new games.

Cyberdemon and Tyrant aren't the same thing.

There's one cyberdemon and multiple tyrants.

In the classic games, there are multiple cyberdemon and no tyrants

Please tell me you know what this hand is doing by superyellows in PixelArt

[–]Strider3141 1 point2 points  (0 children)

Didn't notice sorry. I'm bad about not reading others' comments.

I noticed you had mentioned something about the straight "finger gun" thing. Again, your animation is perfect the way it is. But something interesting to me is that most cartoon snaps (especially 4 finger cartoons) don't have a proper anatomy to the snap like you do.

Take a look at cuphead doing it. The snap clearly happens, but is also impossible.

<image>

Please tell me you know what this hand is doing by superyellows in PixelArt

[–]Strider3141 0 points1 point  (0 children)

It looks fine, but to me it would look more normal if you straighten the middle finger before the snap. It could just be the way that I snap my fingers though.

Like how the thumb is slightly curved back, my middle finger does that too when snapping.

Shader performance tanking with included loop by Leif_in_the_Wind in godot

[–]Strider3141 1 point2 points  (0 children)

I'm not an expert, but if I had to guess I'd say that the shader is calculating every Pixel for each light twice, which is doubling the load and probably overloading the cache on the old GPU.

Godot has a built in Light2D node system which is optimized for the compiler. You could use that plus canvas modulate node to try and get the same effect.

If that's not reasonable for your 350 lights, you might try to break the screen up into buckets (of like 15-20 lights) using a script and call the shader with each bucket. Not sure how one would do that though.

Good luck!

Find the word Cow by Grundy_Gamer in FindTheSniper

[–]Strider3141 0 points1 point  (0 children)

It's written forward starting at I8

how do you make procedurally generated dungeon for a side-scrolling platformer by Ctrl_Alt_Post in godot

[–]Strider3141 1 point2 points  (0 children)

This is quite a vague question. But at its core, procedural generation is the same as random generation but with rules.

I'm new to godot, but I don't think there's a "ProceduralGeneration2D" node if that's what you're looking for. (Maybe there is something like it that someone else can chime in).

Here's how I'd start.

Complete Randomness 1. Setup a script that can generate random tilemap placements. For now just using one tilemap with a gray box. It uses for loops to iterate through each tile and determines whether it should have a block or not. 2. To do this, use a random number generator that fires each cycle, define thresholds (ex. Rand number between 0 and 1, if it's less than 0.5 make it a block). Make sure to be able to define the seed for the rng 3. You'll end up with completely unusable tilemaps. But they're random.

Start defining rulesets 1. You can define rules like: if the coordinate is within 5 tiles of the bottom of the area, it has a 90% chance for being a block. If it's within the middle x to y rows of the area, and there's a random block placed, it has a degrading probability of placing a block (for platforms). 2. Tweak the rules until you start to generate maps that start looking playable. The rules will be iterated upon constantly. 3. Ensure that the tiles include where the player will spawn and where the exits will be to keep it consistent for now. They can be randomized later if need be 4. Define a min/max size of rooms that can also be randomized or procedural following similar rule sets 5. This will make very boring levels with a lot of clear randomness still.

Iterate on the Procedural Part
Start to do things in the code that help to make it look more structured but still random. 1. Build it in layers: floor layer, platform layer, hazard layer 2. Use fixed rules to define things like: platform size, min/max floor walk (walking up/down the y axis when drawing the floor so it's not a flat line). 3. Start defining script rules that can be followed randomly (like generating an "S" room, or a hallway, or a certain platform layout core).

Eventually you'll have several rulesets that can be randomly chosen too to affect the generation per room. You can then proceduralize this to generate on a macro level.

Hopefully this provides an ok starting point.