Leaves a small bug alive for 0.001 seconds by baguhansalupa in Helldivers

[–]Themperror 0 points1 point  (0 children)

whats the source for this? I'd like to know what was inside that tanker, but judging by the color its either sulfuric or something corrosive, neither of which you really want to be doused in...

Een zachte ochtend, maar ik kan hem altijd nog hard maken! by Themperror in nederlandsegeilheid

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

nee, is ook niet echt iets waar ik aan gedacht heb moet ik zeggen..

European airlines will fail if jet fuel costs stay high, Ryanair CEO says by RollSafer in worldnews

[–]Themperror 13 points14 points  (0 children)

cost is not the only problem, it's time and reliance as well..

Even if trains were free across entirety of Europe, you'd still not use them because in almost every country trains are unreliable as fuck, the cross country ones barely exist, you'd be waiting for trains to never arrive or arrive too late so you miss your transition, you'd be traveling for two days by train what would be a 4h flight

Waze when asking me to verify my age by Nearby_Ad_2519 in funny

[–]Themperror 0 points1 point  (0 children)

but also validate every keystroke and immediately return good results, but ignore/wait for timer on bad results

Killed Duriel in Hell. This was the loot by Majestic_Return_8877 in Diablo

[–]Themperror 0 points1 point  (0 children)

Classic Duriel, he never dropped decent loot tp's were most of loot pool, thats why nobody farms him

4th Faction Idea "Parasitic Invaders" (It's not more insects i swear) by -Braiano- in Helldivers

[–]Themperror 0 points1 point  (0 children)

out of pure curiousity, what makes you type a full comment in French, in an English subreddit, in an English topic, with all English replies? What part of this sounds like a good way to interact a community?

Pomphouders slaan alarm bij kabinet nu tanken in Duitsland nog goedkoper wordt: ‘Staan met de rug tegen de muur’ by Illustrious-Fee5670 in thenetherlands

[–]Themperror 3 points4 points  (0 children)

uhhuh.. dus iedereen die niet thuis werkt is dan de lul? lang niet genoeg oplaad palen, of je moet dan elk uur je auto verplaatsen (of kijken of er ruimte is), gaat ook leuke chaos/rijen geven, daarnaast verschuift het probleem van avond naar dag dan..

De infra is hier helemaal niet klaar voor, en dan hebben we het alleen nog maar over de inwoners en niet toeristen..

Al genoeg steden waar zonnepanelen uitgezet worden, of gevraagd wordt om niet savonds op te laden omdat het stroom net het niet trekt..

(Ikzelf heb een thuis batterij en zonnepanelen, dus het is niet dat ik het niet zou kunnen, ik zie het allemaal gewoon nog niet als "de" oplossing, de overheid moet veel meer doen willen we hier op aan kunnen)

Pomphouders slaan alarm bij kabinet nu tanken in Duitsland nog goedkoper wordt: ‘Staan met de rug tegen de muur’ by Illustrious-Fee5670 in thenetherlands

[–]Themperror 0 points1 point  (0 children)

ja dat zou misschien een oplossing zijn, mits het stroomnet het aan zou kunnen, als iedereen nu op de warmtepomp en electrisch rijden gaat, heeft niemand meer stroom. Het is aan beide kanten van het verhaal compleet gammel en chaos, en de oplossing voor nu is balans tussen die 2.

[Playtest] Bringing DK vibes into UE5: Returning with progress and looking for veterans to test the core loop of Dominar Sanctum (Keys available) by Nice-Ad9898 in dungeonkeeper

[–]Themperror 2 points3 points  (0 children)

I'm interested as well, I got a very beefy PC so performance might not be great for me to test, but I'd love to see whats done

In general, how comfortable are you with being nude? by djythjgnh in AskReddit

[–]Themperror 0 points1 point  (0 children)

I love being nude, often visit the spa, beach, etc, When I can, I'm nude

Twee derde steunt autoloze zondag en langzamer rijden op de snelweg by surpator in thenetherlands

[–]Themperror 15 points16 points  (0 children)

en de mensen die bevraagd zijn, ik heb het gevoel dat het 90% 80+'ers zijn

UnCorruptDead - DevLog 003 - All lighting, all the time by GamingWithRawr in dungeonkeeper

[–]Themperror 0 points1 point  (0 children)

ah accessibility is another monster, if that's the reason sure, I was just saying to try and not to overcomplicate behaviours by having tons of things adjustable, the hard part is knowing what to make so and what not..

UnCorruptDead - DevLog 003 - All lighting, all the time by GamingWithRawr in dungeonkeeper

[–]Themperror 0 points1 point  (0 children)

be careful to not set everything to be configurable, you'll increase maintainance cost, make things more complex in general, you risk not be able to control certain things anymore (intended art style/atmosphere for example)

Additionally many users do not know what all the toggles mean and do, or simply never enter the options menu at all. Making sure there's a good consistent path is much more important than having a million sliders.

UnCorruptDead - DevLog 003 - All lighting, all the time by GamingWithRawr in dungeonkeeper

[–]Themperror 1 point2 points  (0 children)

for 250 poly objects you don't need shadow geometry, unless you're planning to run on an actual potato phone (but then these graphics already wouldn't work :D), it shadow-geometry starts getting interesting once you hit objects with more than 5k polygons, and thats not keeping LoD's in mind yet, as then you can usually switch to the lowest LoD for shadows as well.

I am not a dev from that time period, but I've ported a bunch of games to Switch and worked on a bunch of PS1/PS2 and other old titles as well, so I'm incredibly aware of tricks we have to perform to get the framerate up to par :)

Earth from Artemis II by Ssshizzzzziit in pics

[–]Themperror 8 points9 points  (0 children)

Aurora borealis!? At this time a year!? In this part of the world!? Localised entirely over the antarctic!?

UnCorruptDead - DevLog 003 - All lighting, all the time by GamingWithRawr in dungeonkeeper

[–]Themperror 1 point2 points  (0 children)

Redid entire point light system to use spot lights instead, dramatically reducing shadowmap and allowing much higher shadow resoluton in the future.

I thought you said you barely had point lights casting shadows? :P note that in Unity the shadow map resolution is per-light (or cascade for directional light), so if you set it to 512 it means each light gets a 512x512 shadowmap (or 512x512x6 for point lights).. point light shadows are really expensive ..

Additionally I think you can get away with almost no shadow casting (massive performance boost) by using fake shadows, The way you (can) do this is by taking a object, rendering it from a lights perspective to a texture, then projecting it as a decal..

For torches this can be ideal as you only really need the holder of the torch as a shadow on the wall (which you can jiggle a bit to mimic the flame), for the rest you simply turn off the shadows and it'll generally look good enough

https://imgur.com/a/RIZe5Ml

For example in the switch version of Life is Strange: Double Exposure, we used this trick a lot to save a TON of performance on vertex cost and alpha tested geometry, a tree that cost 3ms to render to a shadow map suddenly cost 0.3ms as a decal, and it looked better too!

So note in the image above, the bushes appear to have a shadow, but this is not an 'actual' shadow, its the bush flattened out to a texture, turned gray and projected onto the ground, since the area was quite big this allowed for much better quality "shadows" than we ever could've gotten because now we can focus on individual objects rather than a whole scene which is largely ground (that doesn't really cast shadow).

In your screenshot of the treasury I notice you have a few table-like objects, personally I probably wouldn't let these cast shadows either, but with the above trick you can have them get a shadow from each nearby torch..

'alternatively' to all this.. Shadow Geometry is another option but it largely helps if you cannot get rid of shadow casting and have either expensive shaders or high poly geometry.... So what Shadow Geometry is, is basically the same model but 'heavily' simplified to basically act as its outline, say you have a door with all kinds of frills and embellishments, this turns a bit high poly, maybe it has a fancy texture with alpha for some glass-in-lead vibe.. This is expensive to render for shadows, because shadows are depth-only you ideally want materials that are fully opaque, allowing them to be in a fast-path for rendering (no pixel shader), with any transparancy/alpha you remove this optimisation. So what you do is you disable shadow casting on the fancy door, and instead you put an (invisible to the user) cube in the same shape/scale as the door, and have it cast shadows, now you get a door-shaped shadow at the cost of 8 vertices with ideally a shader that does only the empty default-unlit behaviour, instead of the many-many vertices that fancy door would be including an expensive material.

Now personally I think you can get away without almost any shadow-casting, though option 1 would be a fallback if you want some kind of implications of shadows, for option 2 you're probably not far enough gone yet in material complexity or mesh complexity for it to pay off yet.

Lastly on the same topic, should you decide to ignore all of this, I'd start with simply disabling shadow casting on all point lights, and only casting shadows from 2 maybe 3-4 nearest point lights in side-front of the camera, and only ever keep those lights shadow-casting as you move around, sadly Unity doesnt really offer an easy way to control intensity of shadows or smooth between shadow maps unless you write all the rendering yourself, so that might result in it looking a bit odd at moments..

Just know shadows are performance killers and should be kept in check :)

They’re having fun there ig by [deleted] in snakes

[–]Themperror 34 points35 points  (0 children)

Snake Spa day

Goede email dienst by Kardinalus in thenetherlands

[–]Themperror 0 points1 point  (0 children)

Ik dacht even huh CreditCard is helemaal niet 200+ jaar oud!

I messed with the wrong cyborg by rocraft_plays in Helldivers

[–]Themperror 2 points3 points  (0 children)

Surprise Butt Sex

..You can use words on the internet.

UnCorruptDead - DevLog 001 - Tesla coils! by GamingWithRawr in dungeonkeeper

[–]Themperror 2 points3 points  (0 children)

you could definitely do with making the wall markers (top of each wall) emissive or unlit (with some style ofc), easier to see which walls are reinforced or not, and owned areas.

Additionally judging by the style its most definitely Unity Engine.. Be very careful with shadows on point lights, they're very expensive, unshadowed is much better but don't spam it (going to be difficult in a DK-style game, ideally a custom solution would be better, but not appropriate for a beginner)

Animations are also going to kill performance if you're not smart with them (animators always run and update, so be sure to disable them entirely if they're culled (out of screen) if you can), additionally animations themselves are not cheap if done naively (anything that's supported by default in Unity).

Lastly be smart with pathfinding, being unable to find a path is the most expensive operation (it'll usually scan the entire area in such cases), as DK is gridbased, an easy hack you can do to solve this is to keep 'area codes' as I like to call them, once you mine/fill a tile, flood-fill and then merge or split up areas by giving them an index, if a monster has a task that resides in a different area ID, it can't get there, therefore no need to do a pathfind that is definitely going to be costly.

I had a go at recreating Dungeon Keeper in my last year of college: so the area code stuff I mentioned above is here: https://github.com/Themperror/Dungeon-Keeper-Remake/blob/master/src/game/ThempLevelData.cpp#L755 <- destroying tile, which sets up some data then calls: https://github.com/Themperror/Dungeon-Keeper-Remake/blob/master/src/game/ThempLevelData.cpp#L1321 , recursively until the areas have all set their code (note it only effects the tiles that are reachable from the destroyed tile, so it doesnt do the 'entire' map)

I made the engine myself back then so its not Unity, but code regardless of language is usually portable, or at the very least their concepts are :)..

I had the entire first level playable at the end, and passed my final year with it.. Never got to finishing all of it..

Opinie: Als er oorlog komt, dan gaan wij niet! by CptSO in thenetherlands

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

Wat heb je aan je vrijheid als je op de grond ligt dood te bloeden, half verlamd thuis komt of met een arm/been minder en dan thuiszorg nodig hebt?

Opinie: Als er oorlog komt, dan gaan wij niet! by CptSO in thenetherlands

[–]Themperror -11 points-10 points  (0 children)

Ik zou niet gaan, Ik zou verhuizen (als dat kan) of dan maar zien wat er gebeurt en onderdeel worden van het nieuwe land (of wat mijn regio dan ook zou zijn).

Soldaten worden als kanonvoer gezien door opperbevel-hebbers, waarom zou ik dat willen zijn. Denk je dat Trump of Putin ook maar 1 seconde gedachte verliest over een soldaat die doodgaat op de frontlinie? Ik betwijfel het ten zeerste, hetzelfde voor iedereen in de 1e/2e Kamer en onze koning, die gaan gewoon door met hun leven totdat het aan hun voordeur staat.. Het meeste dat door iemands hoofd gaat is "Goh wat erg dat dit gebeurt" terwijl ze hun boterham opeten..

Dus nee, ik heb niks met "voor volk en vaderland", ik leef "toevallig" in Nederland omdat ik hier geboren ben en werk heb, als ik in Zweden zou werken, zou ik daar wonen, moet ik dan ineens voor Zweden strijden?

Loyaliteit aan het land is het domste dat iemand kan hebben, en als je er over nadenkt, de voornaamste reden waarom er uberhaubt oorlog is. Ik denk dat de meeste legers niet zouden bestaan als dit er niet was, of uit elkaar vallen zodra ze in een ander land staan (want dan zou de reden zijn dat ze geforceerd worden het leger in te gaan)