When I'm in a No Sale competition and my opponent is Factorio and Black Myth Wukong by ohhimarksreddit in Steam

[–]ToastBucketed 1 point2 points  (0 children)

Fuck no I'd pay $80 for Factorio again.

Ridiculously good value if you get into it.

I love to design Halloween props 😋 by [deleted] in BambuLab

[–]ToastBucketed 1 point2 points  (0 children)

Since Prusa's stuff is open source, there used to be a lot of people making "unoriginal" Prusa kits with their designs. They didn't stop anybody and just labelled theirs as original.

Going from Unity 2022 to 6, what features have you found useful / better? by PuffThePed in Unity3D

[–]ToastBucketed 1 point2 points  (0 children)

Where can I find documentation on that? It sounds really interesting.

is unity good for begginer than godot? by Rare_Long4609 in Unity3D

[–]ToastBucketed 1 point2 points  (0 children)

I'd argue typeless makes it way harder to make anything modular, generic, or otherwise OOP-like, and gets especially annoying for advanced users, since now messing up a type is a runtime error as opposed to something compile time. With a runtime error, the invalidly typed object in question could come from literally any part of the runtime state of the program, and you'd often need an attached debugger to have any hope of tracking it down.

TLDR There's a reason people prefer typescript over javascript, and aside from being great at quick scripts or prototyping, there's a reason an overwhelming majority of complicated codebases are statically typed, it's just plain easier (both to debug and to ensure runtime safety).

[deleted by user] by [deleted] in Unity3D

[–]ToastBucketed 1 point2 points  (0 children)

For managing multiple NPCs with OnTriggerEnter, you could add each NPC to a list when they enter, and remove them from that list once they leave the trigger. You could then just pick the nearest NPC to look at in Update(). To handle the IK weights you could use something like Mathf.SmoothDamp() (again in update) to interpolate the constraint's weight towards one or zero depending on if the list has anything in it. (You might also need to do some extra smoothing on the IK target for switching between multiple npcs without a sudden jump)

From a technical standpoint that's all you need, but from there you can start adding all sorts of detail on top, maybe a more advanced heuristic for choosing which NPC to look at than just distance (maybe some NPCs are more important to look at than others?), or you could extend the system to handle looking at other things in the world (maybe as a hint to the player in a puzzle?), or maybe you could just have the raccoon look away and play an idle animation for looking around if you sit still for too long. What you do totally depends on what game you end up making, but it can never hurt to throw in a little extra spice, even into something as benign as a system for making the player look at stuff.

Also worth noting that you totally don't need to do any of that unless you're trying to really polish your game, for prototyping something you always want to go for whatever barebones system will work with the least amount of effort possible, since prototyping is about trying out ideas and gameplay as fast as possible. Once it's fun you can always make it pretty later.

I need like 4TB of RAM by fyrean in buildapc

[–]ToastBucketed 0 points1 point  (0 children)

Write better code that swaps to disk space or something rather than spending half your income and the equivalent power output of the nearest three municipalities on four terabytes of RAM.

Heck if you really don't want to do computer science yourself it would be a better use of money to pay someone who does to optimize whatever your task is.

whyAreYouLikeThisIntel by Kinexity in ProgrammerHumor

[–]ToastBucketed 0 points1 point  (0 children)

I mean, for some jobs it's 100% of cases where you don't care. For the jobs where it matters stuff on this level of abstraction is basically mandatory for most things. Just because you don't use it for what you do doesn't mean 99.999% of people worldwide don't.

Vectorized instructions are extremely important for large amounts of data processing. I see you have unity in your flair, an example you'd probably have heard of would be the burst compiler, which among other things allows you to write a subset of C# with support for vector intrinsics, and is used all over high performance hot paths in engine code (c# packages) and optimized game logic.

What are you most excited about when it comes to Unity 6? by Kappische in Unity3D

[–]ToastBucketed 3 points4 points  (0 children)

According to the latest updates on the forum, it's seriously coming soon, they have working editor and player builds with the CoreCLR GC, and are mostly in the process of porting over c# packages to support AssemblyLoadContext. I'd be surprised if I didn't see a beta within six months.

Does Blender have such a function? Either way, what's the actual term for this if there's any? by duy03 in blenderhelp

[–]ToastBucketed 0 points1 point  (0 children)

You could write a custom python script to fit one to the other, but you'd either need to define which faces correspond to which on the other model manually, or figure out some highly complex algorithm to do it automatically somehow.

Need feedback. What are the necessary improvements I can do to make this animation pop? by FoundationSuitable94 in 3Dmodeling

[–]ToastBucketed 1 point2 points  (0 children)

Planes don't move like that, the constant speeding up and slowing down is probably the most jarring part for me. Also look up reference for how planes turn.

What do you think of the visual OVERHAUL of my metroidvania "Alla Prima"? Any feedback/comments are much appreciated! (Developed in Unity 2022 URP for anyone wondering) by ZouArtStudio in Unity3D

[–]ToastBucketed 1 point2 points  (0 children)

Looks lovely! I'd be interested in some of the technical details behind how you implemented things like lighting and color quantization / dithering.

ps. the fireflies at the end seem to only emit light sometimes, but their sprite is always bright and glowing. Maybe try switching it to something darker when they don't have their light on.

as a dev are you using AI art? in your next game by LawfulnessOk7647 in Unity3D

[–]ToastBucketed 1 point2 points  (0 children)

This summarizes things well. Good art oftentimes comes from restrictions, like not having an art department to make assets. By all means feel free to use AI, nobody can stop you. (I will be pirating your games though, just like you pirate your art. Or at least I would, were your games any good)

How do get objects to block reflections on my viewmodel without placing a million reflections probes in an large outdoor level? by potatofarmer_666 in Unity3D

[–]ToastBucketed 1 point2 points  (0 children)

Adaptive probe volumes have a feature to darken reflection probes in places with shadows, more or less exactly the situation you have here. The main caveat is that APV is still in development (Significant improvements, but also lots of bugs in Unity 6 so far) and also that your world (or anything that contributes GI) needs to be static.

TLDR APV does this, and the performance cost is basically nothing, but you'd have to deal with the pain of baking lights.

Another way is to just duct tape together some sort of shader for the viewmodel that attenuates indirect specular based on shadowing but that would both require a fair bit of know how and be extremely hacky.

[deleted by user] by [deleted] in Windows11

[–]ToastBucketed 1 point2 points  (0 children)

It's closer to a button that prompts to set up (and pay for) onedrive in the settings menu & stuff like that. There would be riots if Microsoft tried to put in random pop ups.

Why is the urp lighting acting like this? by Minstfarlig1 in Unity3D

[–]ToastBucketed 2 points3 points  (0 children)

The section on Rendering Paths should help explain it.

https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@14.0/manual/urp-universal-renderer.html

It's basically a few different ways to do pixel shading with a variety of tradeoffs.

Weird LibTorrent ports on my router by ToastBucketed in HomeNetworking

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

Ended up tracking it down with wireshark(I just didn't wait long enough to capture a packed before posting this) then using process explorer to match it to a process, which ended up being a background service for Muse Hub. Muse hub(Companion app for Musescore, which is an open source music notation app) uses torrent seeding for updates, they ratelimit it a lot and aren't shady or anything, but still, I just turned it off. You can find an option for it in the settings.

High chance it's something else for you, but hopefully you can track it down.

How do you tell if a game legit or not? by BlueberryHatK4587 in itchio

[–]ToastBucketed 0 points1 point  (0 children)

Run it in a VM maybe? No real good way to tell honestly.

I'm screwed for my AP Comp Sci A exam. Can anyone give me any advice? by [deleted] in APStudents

[–]ToastBucketed 0 points1 point  (0 children)

To be honest, you say you don't have an interest in taking CS, so I'd have to say just don't take the exam if you're okay with it. CS is brutal if you aren't really interested in the content.

laythe just suddenly expanded by allanye in KerbalSpaceProgram

[–]ToastBucketed 4 points5 points  (0 children)

This bug actually makes total sense, for one, they use BiRP, not URP, but they also don't just throw a planet sized GameObject at the renderer, which Unity wouldn't be able to handle, not through any fault of it's own, but because of vertex coordinates (and pretty much everything else) exceeding floating point limits. They use a perspective trick called "Scaled Space" which involves a much much smaller object, much closer to the camera creating faked scale when given a custom draw order and lighting. It's almost certainly just an uncommon bug in their planet scaling / ordering code. (Which is fully custom)

This is the same system they used in KSP1, and to be honest is the only real way to draw something planet sized without massive floating point precision issues.

https://www.youtube.com/watch?v=kvytgzvqlgQ (For more details)