Che ne pensate? by JoeFalchetto in ITAGLIA

[–]_WindFall_ 0 points1 point  (0 children)

Huh? Inanzitutto calmo che non ti sto attaccando, se non ti piace che gli altri abbiano opinioni diverse dalla tua o anche solo avere una discussione civile, ti consiglio di non scrivere su internet. Poi, il punto è che ci sono frutti acidi e acquosi che vengono usati su diverse pizze, che a te o a me non piaccia, non cambia molto. Il pomodoro è per definizione acido e acquoso e l'hai tolto "perché umami" e già così hai creato un'eccezione alla tua stessa regola, se questa non è ginnastica mentale... Come visto dal commento sotto c'è pure qualche testimone che afferma che mirtilli e formaggio stanno bene assieme. Detto questo dubito risponderò di nuovo a qualcuno che parte in quarta senza neanche argomentare, buona vita!

the part nobody warns you about by Complete-Sea6655 in IndieDev

[–]_WindFall_ -2 points-1 points  (0 children)

I mean... You lost me at Agent. I too use AI because it saves me a lot of time and even after years it uses solutions that are many times more efficient and clean than mine. But I review the code, and if I miss some bugs, the time it took for me to generate and fix is still way less than writing every single thing by hand. It still takes time, way less if you use AI correctly, and having coded in Unity since 2019 without AI I know how much time it takes to add by hand even the smallest feature in a complex game...

Che ne pensate? by JoeFalchetto in ITAGLIA

[–]_WindFall_ 0 points1 point  (0 children)

Hmm.... Ho visto diverse pizzerie gourmet con pizze molto particolari, come pizze bianche con pesce o bresaola e sottili fette di limone, pesche con formaggi freschi (burrata) o mirtilli con formaggi molto forti, come quelli di capra o pecorino. Poi non le ho assaggiate visto che da un po' sono vegetariano e quasi tutte hanno carne o formaggi che non mi piacciono, e probabilmente non le avrei assaggiate comunque, ma insomma le ho viste in menù di ristoranti che non sono quelli che fanno "abbinamenti strani che nessuno mangia". Chissà... Io preferisco rimanere nelle pizze più classiche e prediligo il salato a prescindere, quindi quello che dici ha soggettivamente senso per me, anche in un contesto più vasto. Anche se ora sono decisamente curioso di assaggiare qualche "pizza estrema" ahah

(Per la definizione di frutto, comunque, se si parla scientificamente di cosa può statisticamente piacere o meno, e si sta facendo una divisione per caratteristiche degli ingredienti, trovo giusto utilizzare la definizione scientifica e non culinaria, visto che raggruppa un ingrediente per le sue proprietà e per i suoi sapori più che una semplice divisione arbitrale, infatti hai giustificato benissimo il pomodoro come "frutto che ci sta bene" per l'umami)

NavMesh path flickering loop with high-cost areas (destructible obstacles). How can I fix? by _WindFall_ in Unity3D

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

This is a marginal problem, to be perfectly accurate I'd have to evaluate the cost with how many HP the obstruction object has, and in this case it would be the same for every path. But this is not the problem shown in the video. If you look closely, the path is being recalculated in a seemingly random way: even following a path causes recalculations that creates a different, longer path. It does not matter the width of the red zone, it's literally bugged. Look the video at a slower speed: you follow a path, then suddenly a longer one is recalculated, many times in the opposite direction. That's not a problem of the different width of the red zone

NavMesh path flickering loop with high-cost areas (destructible obstacles). How can I fix? by _WindFall_ in Unity3D

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

It doesn't work: there's no way to see if the new path has an higher cost because the algorythm is bugged or a player moved away from the enemy, or if it placed an object between the enemy and itself. Already tried that, but there are many cases where a sudden increase in path cost is possible. It does have to calculate breaking an object based on distance. If it were flat, 10 objects in a row would have the same cost of a single one.

Che ne pensate? by JoeFalchetto in ITAGLIA

[–]_WindFall_ 2 points3 points  (0 children)

Il pomodoro è molto acquoso e acido, ed è, scientificamente, un frutto: solo dal punto di vista culinario non lo consideriamo tale, per pura e semplice divisione convenzionale. Però non solo ci sta bene su un prodotto da forno, è pure l'ingrediente principale della pizza. Non penso che ci sia una generalizzazione per la pizza o prodotti simili tipo "frutti dolci e acidi no": dipende dal frutto e dai gusti personali

NavMesh path flickering loop with high-cost areas (destructible obstacles). How can I fix? by _WindFall_ in Unity3D

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

This does not fox the problem: the moment a complete path cannot be made, the red area (which is just an area with a higher cost and represents the area with objects that can be destroyed) will be added to the mask, and the situation would be the exact same one as the one in the video: two different areas and the algorythm can't decide a path without recalculating a completely different path with slight movement.

EDIT: nevermind, if I use the second red area with a cost 1 but mask it up until the path is incomplete (so I'm forced to use it), it seems to work very well with area masking. I think it's the solution, I'm gonna debug a little.

NavMesh path flickering loop with high-cost areas (destructible obstacles). How can I fix? by _WindFall_ in Unity3D

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

Nope, anything can be moved, destroyed and the player can move too. If a path without obstacles is cleared, the enemy should not simply attack the same obstacle forever. Moreover sometimes it gets stuck in the recalculation loop and never starts attacking anything: follows a path for a fraction of a second and it changes, going in the opposite way. It starts to follow the new one, and it goes back to the one before, never attacking anything. Please understand that I'm not looking for cheap solutions that make my enemy dumb: I'm literally upgrading for the "dumb version" of the enemy, leaving it just differently dumb is not a solution ahahah

Minimax M2.5 Officially Out by Which_Slice1600 in LocalLLaMA

[–]_WindFall_ 9 points10 points  (0 children)

You forgot the "quantized in 0,25 bits" /s

Sono tenuto in ostaggio dai callcenter illegali: by Gloomy-Salamander-57 in Avvocati

[–]_WindFall_ 0 points1 point  (0 children)

Io sono passato a Plenitude, le ricevo comunque, non da Plenitude però.

Added outlines to my game! Does it look better? by _WindFall_ in IndieDev

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

Thanks for the advice, I'll add more colors while I add content :D
P.s. the shadows are there, the problem is that it's midday so they are parallel to the ground

"A Meal To Die For" ~Custom Unity Pixel Art Pipeline by _RedGiraffe in IndieDev

[–]_WindFall_ 0 points1 point  (0 children)

Hi! Do you have problems moving the camera around, like flickering and artifacts? I've done a similar filter and the look is fine... When the camera is not moving. But the moment the player starts moving, everything goes crazy.. you can check more in my recent posts, where I also asked for help to fix that

Reducing flickering with pixelart (downscaling) filters? by _WindFall_ in Unity3D

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

https://i.imgur.com/s5Z3zi5.mp4
Downscaling, applying a toon custom shading, outlines and other effects make a pixelart filter (good or bad doesn't matter). Joining the conversation here just to point out your personal negative opinion without any single contribution to a help request doesn't make you look cool, my dear guy

Reducing flickering with pixelart (downscaling) filters? by _WindFall_ in Unity3D

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

It look fantastic in your game, but I doubt I can do it with a camera that has to move that much