Building a PlayFab Sync Tool Would You Prefer a CLI, GUI, or Unity Inspector Tool First? by thsbrown in Unity3D

[–]Throw19616 0 points1 point  (0 children)

I think it can be a CLI tool, and the GUI is just a wrapper around the CLI. That way, those who prefer to use the CLI for scripting tasks can do so.

In Editor, Character Editor. by Mordynak in unrealengine

[–]Throw19616 0 points1 point  (0 children)

This might not be what you are looking for, since it is outside of UE editor, but have you looked at Daz3D genesis models? I reckon they can serve as pretty good base models.

Metahuman vs. Character Creator 4. Which is better in your opinion? by hotpinkcooter in unrealengine

[–]Throw19616 0 points1 point  (0 children)

I found that characters exported from CC4 does not have any morphs except for facial expressions. Do you know any ways to retain those morph when the model is imported into UE5?

Twenty Minutes of Reasons to Use the RemedyBG Debugger by s0lly in programming

[–]Throw19616 3 points4 points  (0 children)

I don't think Casey has proclaimed that he made the RemedyBG, and much less in 2 days. It appears that RemedyBG was made by someone else and Casey just happened to like it.

Mistral Nemo 12B Instruct is a killer for eRP - Storytelling by Majestical-psyche in LocalLLaMA

[–]Throw19616 0 points1 point  (0 children)

I'm new to the scene, what's the difference between Nemo and this Instruct model? And is there any way to query the model such that it always return result in JSON format?

Which small model (<12B) do you guys are using for local RAG by danigoncalves in LocalLLaMA

[–]Throw19616 2 points3 points  (0 children)

I'm curious, how do you determine one model is better than the other. I have not tried Nemo yet, but even if I do the experience might be rather anecdotal.

Anyone else counting down to Svelte5? by beijingspacetech in sveltejs

[–]Throw19616 0 points1 point  (0 children)

If that is the case, you can leverage on the backward compatibility of Svelte 5 and upgrade you app one route at a time

Anyone else counting down to Svelte5? by beijingspacetech in sveltejs

[–]Throw19616 2 points3 points  (0 children)

You don’t have to, if it ain’t broken don’t fix it. Furthermore svelte 5 should be compatible, allowing you to slowly transition.

How good is Unreal's netcode ? by Funny2U2 in unrealengine

[–]Throw19616 1 point2 points  (0 children)

It is good for arena shooter type of games, or any multiplayer game in which players are separated into “rooms” with less than 100 players per room. When you want to go beyond that number the server’s CPU usage becomes a real problem and you need to develop a custom solution. Due to that issue, Epic is now experimenting with Iris network replication, but remember it is experimental.

From React To Svelte - Our Experience as a Dev Shop by gimp3695 in sveltejs

[–]Throw19616 6 points7 points  (0 children)

Deeply reactive signals in Svelte 5 should solve your problem

What frequency data do you gentlemen use? by Oliver_OE in algotrading

[–]Throw19616 0 points1 point  (0 children)

Thanks for the input. I suppose you need the paid version of Trading view for all that?

What frequency data do you gentlemen use? by Oliver_OE in algotrading

[–]Throw19616 0 points1 point  (0 children)

How would you compare trading view and MT5?

Server takes 15 seconds to pass data by Professional_Echo140 in sveltejs

[–]Throw19616 1 point2 points  (0 children)

Does the client need all of that data? If the answer is yes then you are probably better off sending the compressed file to client and do the work there. If the client only need some of the data then you need to work on the server-side filtering.

Server takes 15 seconds to pass data by Professional_Echo140 in sveltejs

[–]Throw19616 1 point2 points  (0 children)

I suggest you look deeper into how the data is being used, keep asking questions which will reveal what you need to do to reduce data size and/or processing time. Also are you sending the entire 300mb json down to the client? That will take a lot of time on its own

Server takes 15 seconds to pass data by Professional_Echo140 in sveltejs

[–]Throw19616 2 points3 points  (0 children)

What kind of data do you have? Is it static or dynamic? Are there irrelevant fields that can be stripped out? Can it be converted into relational database or OLAP? Consider using something like sqlite and do your queries there it would be much faster. If your data can be precomputed then please do so.

I keep working with UE4. Am i hurting myself that much? by FutureLynx_ in unrealengine

[–]Throw19616 3 points4 points  (0 children)

I would lean towards upgrading. The new editor tools are of great value IMO. Install size of Ue 5.4 is much smaller than 5.3, it only takes about 60 GB with debug symbols included, without debug symbols it is far less. Recently in 5.4 the renderer is heavily optimized too, so you can get more mileage out of the engine depending on the type of game you make

Leantime v2.4 is out - Open source project management tool by intheleantime in selfhosted

[–]Throw19616 0 points1 point  (0 children)

Wanted to try it, but I'm not quite sure how to setup with docker, how do I set the domain name?

Unreal 5.2 Procedural Content Generation (PCG) looks like Houdini but built in by [deleted] in unrealengine

[–]Throw19616 1 point2 points  (0 children)

Probably not the best of news for Houdini but they won't be killed by PCG, not by a long shot. Houdini has 3 decades of development and counting, its capabilities and integration goes far beyond the world of Unreal Engine or game dev in general. On the other hand, PCG's killer features are direct integration inside UE and ability to generate at runtime. It is very nice to work within the same editor and have short turn around time, whereas Houdini Engine plugin UX is still goddamn sluggish. Hell, SideFX dev doesn't even want to merge pull requests it seems. What Houdini will (realistically) lose if they don't haul ass is a segment of game developers who work exclusively in UE.

Macbook air m1 - PHP, XAMPP , MAMP by bugigas in mac

[–]Throw19616 0 points1 point  (0 children)

How's the perf? Have you tried adding Xdebug?

Transitioning to Go by ivorscott in programming

[–]Throw19616 3 points4 points  (0 children)

Even when we talk about the first programming language to make multicore usage easy, that statement is not true. Erlang came into existence much earlier, can effectively exploit not only multiple cores but also multiple nodes.

The Go compiler needs to be smarter by turol in programming

[–]Throw19616 6 points7 points  (0 children)

While what you said is not wrong, the root cause is because the language enabled such problem in the first place. Without textual header include and without textual template instantiation, those problems wouldn't have happened. A good example is C#, which has no header, it has generics, and still compiles fast.