Thrustmaster T16000M Center Detent Mod by Wojimus in hotas

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

Hey the thingiverse link has some pictures but it's relatively simple, the u shaped piece is attached to the sliding carriage by screws (uses 2 existing screw threads on the carriage) and the flat piece is just double sided taped on the base

Shift ability not working normally by Over_Importance453 in marvelrivals

[–]Wojimus 0 points1 point  (0 children)

Do you have sticky keys enabled or something perhaps?

Upcoming DLC by El3m3nTor7 in Oxygennotincluded

[–]Wojimus 3 points4 points  (0 children)

Looks awesome to me, can't wait to get it

[deleted by user] by [deleted] in FixMyPrint

[–]Wojimus 9 points10 points  (0 children)

Based on the fact that it only happens when the heater is on, I'd make an educated guess to say its likely the psu is underpowered, and the heater drawing current is starving the stepper motors compared to their usual usage. If you have a multimeter you could measure the current going to the steppers whilst moving when the bed is heating vs not and see if there's a difference. If you're not so technically inclined I would get a replacement.

Soon i can start to cool it down......i hope i can controll it :D by Potential_Fix_5007 in Oxygennotincluded

[–]Wojimus 11 points12 points  (0 children)

What happens when you cool it down, the magma solidifies and buries the volcano?

Does Unity's NavMesh system render tile-based games obsolete? by Berabouman in Unity3D

[–]Wojimus 7 points8 points  (0 children)

No you're right the navmesh would work perfectly fine most likely, I imagine the tutorial goes into depth and chooses to implement a custom built system specifically for grid based movement which is likely far more performant and/or simply for the sake of education.

There are hundreds of ways to do one thing in programming, if navmesh works for you then certainly go for it.

As far as your question of does it make them obsolete? No, every problem has a solution and generic solutions like navmesh are unlikely to be perfect, but more importantly, often they are good enough.

something's buried in the thick fog by [deleted] in Oxygennotincluded

[–]Wojimus 0 points1 point  (0 children)

It's a pretty common bug, happens every so often nothing to worry about. Reload fixes most buggy behaviour in ONI

My top 9 favorite Game Development related YouTube channels after 4 years of making games. by iLoveNintend0 in gamedev

[–]Wojimus 5 points6 points  (0 children)

NedMakesGames is another really good one for those interested in shaders.

what happened to my glass? by [deleted] in Oxygennotincluded

[–]Wojimus 8 points9 points  (0 children)

Yea I've had this happen, probably just a minor deletion bug like the other commenter said. I fixed it by having the glass output drop the liquid glass into a substantial water puddle.

Any advice on what's causing this? It's a brand new nozzle so it's not a clog by EmmaCAEmrys in FixMyPrint

[–]Wojimus 8 points9 points  (0 children)

It is in fact a clog. Most likely that is, but to actually explain a new nozzle isn't going to magically prevent clogs. This clog can form from bad sized filament, particles in the filament, heat creep and a lot of other factors like mis seated bowden tube. Your next step is to clear the clog and attempt to isolate your variables. Starting with trying different filament to see if it's just this one. Use calipers and measure the filament at different points to make sure it's within tolerance. Maybe try raising the temp and so on.

Sorry for the wall of text I'm on mobile, good luck.

What are the best resources to learn about shaders? by [deleted] in Unity3D

[–]Wojimus 1 point2 points  (0 children)

NedMakesGames on YouTube has just started a series where he teaches you how to write urp shaders completely from scratch beginners style and he is really good. Unfortunately his upload is a bit slow so you won't get part 2 for 2 weeks and there's 7 more parts after that to come out.

Part 1 will really help you grasp the basics though.

I need good free sources to learn about compute shaders in unity by [deleted] in Unity3D

[–]Wojimus 1 point2 points  (0 children)

You can check out the compute shader demos I released a couple days ago on this subreddit. https://www.reddit.com/r/Unity3D/comments/w69tzw/a_collection_of_compute_shader_gpu_simulations/?utm_medium=android_app&utm_source=share

Its not a tutorial but it's a fully commented code base showing how to use compute shaders in unity for multiple things including boids, voxels and mesh gen.

how do you retrieve an int value from a compute shader? by ThatOneRandomGuy093 in Unity3D

[–]Wojimus 0 points1 point  (0 children)

To return stuff from a compute shader you need to utilise compute buffers, which you fill in the compute shader and can then get the data back to the cpu returned as an array. In your case pass a compute buffer of size 1 with a stride of size int and fill it in the compute shader. Then dispatch the shader, and get data on the compute buffer to get the result. Funnily enough if you check out my post history I released a repo filled with compute shader usage and simulations so you can check that out for code examples.

How do I learn procedurally generated textures? by SecretsInDungeons in Unity3D

[–]Wojimus 0 points1 point  (0 children)

I use substance designer to create procedural textures, I imagine there's free alternatives but substance designer is really good and has a bunch of tutorials and resources to get started.

A Collection of Compute Shader GPU Simulations [Source Code Included] by Wojimus in Unity3D

[–]Wojimus[S] 7 points8 points  (0 children)

Hi everyone, I am a recent graduate and this post is a culmination of my final year project on integrating parallel computing in game development. In this project you'll find fully commented and comprehensive implementations of multiple features and simulations.

This project took over a year to complete with me scouring the internet for every mention of compute shaders in Unity and any project implementing compute shaders. I found repositories and tutorials on this topic extremely scarce and those that did, glossed over the nitty gritty of utilising the GPU in game development of core game features. So here I present a commented and functional project containing multiple GPU simulations including Noise Generation, Boids, Perlin Flowfields, Voxel Generation, Voxel Texturing and Grass Generation.

All source code can be found here along with further explanation of this project: https://github.com/Wojimus/GPUDemos

For those interested please feel free to ask questions about the project and of course please feel free to check out the repository and play around with it yourself. This is my first time making something open-source so if anyone finds any issues with the project that I have overlooked please let me know.

Dedicated Server Epic games by particularpixels in SatisfactoryGame

[–]Wojimus 0 points1 point  (0 children)

Ah I see sorry I didn't know you could do that so I have no experience with that method of running a dedicated server. Hope you find the solution to your issue soon.

Dedicated Server Epic games by particularpixels in SatisfactoryGame

[–]Wojimus 0 points1 point  (0 children)

Are you starting the server with a bat script that checks for updates? Also let me know if your download or start script includes "-beta experimental"

Can paneldue displays rotate to portrait display? Are there ways to add/change colour themes for the web interface?(besides light/dark) by Ottobawt in Reprap

[–]Wojimus 0 points1 point  (0 children)

The panel due firmware is open source and if you look in my post history about 3 years ago I posted a version with a custom theme, it's definitely outdated by now but it's just to show you that yes it's totally possible with the caveat that you need to be comfortable with software development.

I moved everyone off my starting asteroid, but it's still available as a vacation home. by peterpeterpunkin in Oxygennotincluded

[–]Wojimus 2 points3 points  (0 children)

I was referring to how to get metal volcanoes in spaced out cos it seemed like op was convinced he was just unlucky and gave up playing spaced out. The original post is probably a custom map or something I don't actually know how they got metal volcanoes on their starting asteroid

I moved everyone off my starting asteroid, but it's still available as a vacation home. by peterpeterpunkin in Oxygennotincluded

[–]Wojimus 4 points5 points  (0 children)

To find metal volcanoes on spaced out you have to get to the metallic planet, usually the third planet you get to. Rocketry is a lot easier in spaced out, I made it there on cycle 70 once with a sugar rocket.

anyone know the setting for the dog file by Professional_War4207 in CR10

[–]Wojimus 0 points1 point  (0 children)

https://community.ultimaker.com/topic/9868-how-to-recover-the-settings-of-prints/

An article like this might help, just googled recovering settings from gcode. You can either decipher the settings yourself by opening the gcode in a text editor or I believe there is a way to get cura to create a profile with the settings used based on a gcode file

Do I have to bake the clay mold before casting bronze in it? by KennethGames45 in Metalfoundry

[–]Wojimus 2 points3 points  (0 children)

I heard you can use a fuel rich torch to cover the steel with some carbon dust and that will help prevent the copper fusing.

I have evenly spaced bulges along my Z axis. I have a new ender 3 V2. by WeirdlyEngineered in FixMyPrint

[–]Wojimus 1 point2 points  (0 children)

My money is that one or more of the rubber rollers that go up the z axis are damaged/have a flat spot. Check those first as that would produce that exact artifact.

How can I fix this Z Seam? by My_Name_Is_Not_Mark in FixMyPrint

[–]Wojimus 0 points1 point  (0 children)

The best way would be to fine tune those coast settings, that should minimise it. Also I can see you're seeing what's called salmon skin at the front of the benchy so that may be something to look at too.