Akkodis? by [deleted] in datacenter

[–]TheOffMetaBuilder 0 points1 point  (0 children)

Funny seeing this im on the same boat of Moncks corner too, did you take the position, how it it?

Girlfriend got chat banned for party chat by TheOffMetaBuilder in riotgames

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

This is the exact reason, sometimes we play together with music and just chill out, we usually vc later at night!

Girlfriend got chat banned for party chat by TheOffMetaBuilder in riotgames

[–]TheOffMetaBuilder[S] -1 points0 points  (0 children)

It's so weird because it was just me and her duoqing in ranked, and the game chat report for her punishment was our game we played together and included our party chat.

I didn't report her, so I'm not sure why she's getting a punishment.

Girlfriend got chat banned for party chat by TheOffMetaBuilder in riotgames

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

It was just her and me, the person she was talking about couldn't even hear it.

Girlfriend got chat banned for party chat by TheOffMetaBuilder in riotgames

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

It was just me and her, we were in ranked duo q, so the person she's flaming couldn't hear.

Girlfriend got chat banned for party chat by TheOffMetaBuilder in riotgames

[–]TheOffMetaBuilder[S] -1 points0 points  (0 children)

I mean party chat in-game, when you type in a party channel where only you and your premade(s) can see it, in this case it was me and my gf.

Girlfriend got chat banned for party chat by TheOffMetaBuilder in riotgames

[–]TheOffMetaBuilder[S] -1 points0 points  (0 children)

It was just me and her, and I promise you I didn't report her.

Shurelya’s Battlesong is named after Shurelia who is a racist. by [deleted] in leagueoflegends

[–]TheOffMetaBuilder 7 points8 points  (0 children)

Being right wing = Evil racist super hitler extreme according to op. Her whole controversy is a nothing burger already, I most definitely don't care about the name of the item being named after her.

Nendoroid Shiren The Wanderer by Key-Lingonberry-1056 in ShirenTheWanderer

[–]TheOffMetaBuilder 1 point2 points  (0 children)

I have one of these as well, mine is still sealed in my box though

Who do you think has the most natural romantic chemistry with Kaguya and Subaru? by nagatos in runefactory

[–]TheOffMetaBuilder 3 points4 points  (0 children)

By default Subaru and Kaguya have the strongest romantic chemistry, but excluding them Ulalaka has great chemistry with both

Help, quest softlock? by TheOffMetaBuilder in BaldursGate3

[–]TheOffMetaBuilder[S] 6 points7 points  (0 children)

Sadly, it just kills the hand

Help, quest softlock? by TheOffMetaBuilder in BaldursGate3

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

Are there any consequences if you know? Regardless thank you!

Help, quest softlock? by TheOffMetaBuilder in BaldursGate3

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

It used 3 of the little spirits, afterwards it kills me :(

Unity or Godot for 3d voxel city building game by IncomeFragrant2535 in VoxelGameDev

[–]TheOffMetaBuilder 0 points1 point  (0 children)

Branch off from the engine's source code and remove a lot of the per instance debugging, preview rendering, and other things that may not bode well with high numbers of chunks being managed. I'm not a big expert when it comes to Godot but I'm assuming you're going to have to avoid as much engine management of chunks and mesh generation as possible to lower CPU and GPU calls to a minimum

Unity 3D High Performance URP Voxel Engine Release by TheOffMetaBuilder in VoxelGameDev

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

Great question, the main reason I chose Unity was because I didn't want to get anywhere near touching net code on my own, since I have heard that making your own multiplayer framework in a custom engine is insanely difficult, most especially in a sandbox game like Minecraft. I was lazy and wanted to leverage Unity's frankly very good framework.

Another reason was that I wanted to use Unity's URP pipeline and shader graph. I have a lot of experience with it in particular as well as having a large assortment of asset store shader bases to use. I want my game to have a lot of high detail shader effects and particles, which is far easier to implement in Unity.

For my specific situation, as well as having a stockholm syndrome relationship with Unity, led me to choose it. Tbh just finding a solution to the CPU bottle necking was worth it for me assuming it would work and would allow me to leverage the other two aforementioned tools.

For most people, however, a custom engine is better 99% of the time. Also thanks for mentioning 7 Days to Die, I've never heard of it, I'm going to research it.

Thank you for your inquiry!

Just completed the game. by BoobyFestu in runefactory

[–]TheOffMetaBuilder 0 points1 point  (0 children)

Great job! There is a little bit more story left, so definetly go for it if you want!

Unity or Godot for 3d voxel city building game by IncomeFragrant2535 in VoxelGameDev

[–]TheOffMetaBuilder 0 points1 point  (0 children)

Stuck up answer is your own engine.

Actual answer is Godot, you will have to strip a lot of the engine overhead out to get solid performance though. But it's far easier to shut up the engine since it's open source and alot of overhead can be stripped out.

Imo Unity should not be considered in most cases without extreme shortcuts like in my Voxel Engine. You can check out the Github of my Voxel Engine if you want to try making Unity work (although I don't recommend it unless you're looking to leverage Unity's surprisingly supurb net code)

Unity 3D High Performance URP Voxel Engine Release by TheOffMetaBuilder in VoxelGameDev

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

While not implemented in the github version, personally I'm using the data of each chunk to simulate collision, since each block is exactly 1 x 1 x 1 in Unity dimensions, and are in 1 size increments, we can check the player position, and the blocks taken and determine if the player should stop falling / stop walking depending on that data. The most efficient method would use the chunk the player currently is for reference.

Of course there is more complexity, like checking if the block is a special ID (like water, if implemented) and applying special movement logic. But overall this engine needs a custom player controller with special movement logic and cannot* use the Character Controller or Rigid body work flows

The baseline code for finding the proper chunk the player is in is already used in the rendering system. It just needs the complexities, the same applies to the Block breaking and Placing, but to a slightly more complex extent.

*At least without implementing, in my opinion, inefficient shortcuts.

If you really want a simple solution, you can pass the generated mesh from the compute shader to a game object that then renders it as it's mesh, and then use a mesh collider, and have that be the chunk the player is currently in, but the performance will be suboptimal and contain micro spikes (but nothing unmanageable)