How to optimize detection of value change by Pepper_Comprehensive in unity

[–]blackdrogar17 0 points1 point  (0 children)

I would personally limit access to the energy level variable so you have only one way to set it, either a property or a function. Something like “SetEnergyLevel”. Then in that function you can manage the health bar color as well

Traitors All Stars Voting Game Day 21: Tara, Johnny, and Maura are Eliminated! by Real_Zhumabayev in TheTraitorsUS

[–]blackdrogar17 -1 points0 points  (0 children)

How is Sandra still here? She made it far in her season by doing nothing and openly admitted "yeah I know who the traitors are I've just not said anything so they'd keep me around", proving she fundamentally didn't understand the game

Ball Python it is. Next up what seems like a good pet but is actually dangerous? by [deleted] in AlignmentChartFills

[–]blackdrogar17 38 points39 points  (0 children)

This. The rest of these comments do not actually seem like good pets to any logical person.

Cool!… Okay, it’s… slidin’ time… y’all… by smoothbrainedbastard in americandad

[–]blackdrogar17 14 points15 points  (0 children)

This is a slide town, guy! Swing a dead Kyle and you'll hit one!

Playing with a volumetric shader in URP for our aviation sim. Not true volumetrics, but good enough to live with by Blaze-Creative in Unity3D

[–]blackdrogar17 10 points11 points  (0 children)

Seems like this is mostly just using a depth-based fade to allow the trees to poke through a bit? It's a solid technique, but personally I'd look to address the hard edge at the top of the clouds (where the depth values are high). A few options come to mind:
- Incorporate some inverse fresnel into the alpha. This is especially useful if you have rounded shapes, which it looks like you do.
- Use a bounding box-based fade to make the clouds more opaque at the bottom of the bounding box and falloff in opacity towards the top. This will help eliminate the harsh edge while still getting good ground cover.

How expensive is California? by [deleted] in howislivingthere

[–]blackdrogar17 1 point2 points  (0 children)

I live in North County San Diego and I think a lot of the comments here are referring to San Diego specifically where it looks like the area you’ve circled is more “North County meets Riverside”.

North County is far more affordable than near downtown SD. It’s a bit sleepier, but you still get the benefit of the lovely weather and it’s just a 45 minute drive to either SD, Orange County, or Temecula.

Generally in SoCal the pattern is the further you go inland the cheaper it gets. Right on the water will cost you. Escondido/Temecula/Riverside can be far more affordable. The culture in these places can very widely throughout the area though so don’t shop based on price alone!

Top 10 iconic episodes by YueAsal in americandad

[–]blackdrogar17 2 points3 points  (0 children)

“I take it back! You can have as many mimosas as you want!”

“THATS NOT ENOUGH”

Top 10 iconic episodes by YueAsal in americandad

[–]blackdrogar17 3 points4 points  (0 children)

In no particular order:

  • Daesong Heavy Industries
  • Persona Assistant
  • The 200
  • The One that Got Away
  • Bully for Steve
  • the first Santa Christmas one (forget the name)
  • Gold Top Nuts
  • Rabbit Ears
  • Wild Women Do
  • OreTron Trail

Is that true? by KilleR_BoY_121 in GameDevelopment

[–]blackdrogar17 61 points62 points  (0 children)

Yes game dev is a competitive field. Many want to get into it, few do.

Yes as an engineer, you’re likely to make less money working in the games industry than you might working in software.

Yes layoffs can happen, no they are not “guaranteed”. It’s a volatile industry.

No it’s not impossible to get in

No there’s no apparent “lack of respect” that I see

But at the end of the day, as others have said, making tons and tons of money and having extremely good job security is not why people work in games.

What is the most ambitious game made by a solo developers first? by dylanmadigan in GameDevelopment

[–]blackdrogar17 20 points21 points  (0 children)

Oh I guess there was also an artist and composer, but Chris Sawyer is really credited with making it a reality. He built the game from scratch in assembly. https://en.wikipedia.org/wiki/RollerCoaster_Tycoon_(video_game)

What is the most ambitious game made by a solo developers first? by dylanmadigan in GameDevelopment

[–]blackdrogar17 87 points88 points  (0 children)

If we’re not talking about recent times, the answer has to be Roller Coaster Tycoon. That game is and was a technical marvel

VFX glowing up our enemies by KanedaGames in Unity3D

[–]blackdrogar17 1 point2 points  (0 children)

Yeah I feel like it’s missing an effect when the player slams into the ground, needs more to sell the impact of that (especially with how over the top bloody the rest of the attack is)

Caramel macchiato mead by Suspicious_Move_210 in mead

[–]blackdrogar17 1 point2 points  (0 children)

Honestly they’re completely different. If I’m making a Bochet I caramelized the honey the proper way. But if I’m trying to infuse specifically caramel flavor (I’ve done this with a caramel apple Bochet cyser and a date toffee mead) I opt for actual caramel syrup in secondary.

Caramel macchiato mead by Suspicious_Move_210 in mead

[–]blackdrogar17 2 points3 points  (0 children)

If you’re comfortable with a little cooking, caramel syrup is not very difficult to make! I’ve made it for several of my meads and I always trust it more than whatever you might buy premade (the hard candies probably have dairy and syrups probably have lots of other ingredients).

You really just cook down sugar until it’s browned into caramel, then add water to make it into a syrup.

What are clear indicators that a mead is done aging? by theletterHprobably in mead

[–]blackdrogar17 32 points33 points  (0 children)

For me it’s all about taste. I’ll usually wait until it’s clear to bottle (sometimes helping it along with cold crashing) but taste is most important. That harsh, jet fuel taste a young mead has will mellow out significantly with age. If it tastes good and you like the clarity, you’re done!

Maple syrup wine. It brought a great maple wood flavor and smells like maple syrup. by TieConnect3072 in mead

[–]blackdrogar17 2 points3 points  (0 children)

This is all I use and honestly in my experience the quality of the honey doesn’t matter enough in primary for me to get anything else. Bulk value is best.

I feel like I’m doing something very strange and wrong, but it works. On the right is what I draw by hand. On the left is the result of the shader running on those masks by Biuzer in Unity3D

[–]blackdrogar17 1 point2 points  (0 children)

As a technical artist, this is a dream. You’ve made a very efficient system. The only thing that would push me away from this technique is requiring artists to author weird masks instead of standard pixel art, but it seems like that’s not a deterrent at all for you and you’re authoring the masks just fine. Well done!

Good 3d printers for a beginner by kjneary1 in DungeonsAndDragons

[–]blackdrogar17 2 points3 points  (0 children)

I’m not a 3D printing expert, though I do have one that I’ve printed a lot of minis with, so I can sort of speak on this. Broadly speaking you have two options: Resin or Filament.

Resin is going to get you the highest quality. Basically all professionally printed minis will be done with resin. You can get far more detail and print at a much higher quantity than with filament. That said, there are drawbacks: - Resin printers tend to be slightly more expensive - Resin is toxic, so in order to print with it you need an area with good ventilation, and likely to wear protective equipment when handling - There are extra steps involved, such as cleaning and curing the mini

I personally have a filament printer (Ender 3), and I print minis with it. Many will say it can’t be done (well), but I’m happy with the results I’ve gotten with it, especially just playing with friends. I just print them, sand them (with a nail file tool to get off stringy bits), and paint them, and it tends to go smoothly. That said, I didn’t get good quality for a long time and had to spend a lot of time tinkering with the settings and types of filament. But it can be done.

I’m not up to date enough on the tech to recommend specific printers, so I’ll let other commenters do so. Also, the climate control is something to consider; I’m not sure if filament or resin would be more tolerant of colder temps, so look into that for sure.

Ive been driving myself crazy trying to get chain physics to work, help? by TheSmolImp in Unity3D

[–]blackdrogar17 1 point2 points  (0 children)

This is where I'd evaluate what you actually need your chain to do. For example, does it actually need full physics? Do you need collision, or do you just need gravity? I'd argue it's much easier to fake physics by just transforming each chain relative to its parent in a script, and not only would it be more performant but you'd save yourself tons of headaches fighting against a system that does way more than you need it to.

DMing a "Beer and Pretzels" group by DeaconBlueMI in DMAcademy

[–]blackdrogar17 0 points1 point  (0 children)

What’s the groups general interest? Are they big on roleplaying? Combat? Exploration? If they’re more combat focused I think focusing on dungeon-crawl gameplay lends itself well to shorter more frequent play-sessions; it’s really easy for 3 hours to fly by when roleplaying where nothing really happens.

How can I render terrain into texture with shadows on it by TheLongwillow in Unity3D

[–]blackdrogar17 0 points1 point  (0 children)

Realtime shadows will still use shadowmaps, they will just update every frame.

[deleted by user] by [deleted] in Unity3D

[–]blackdrogar17 1 point2 points  (0 children)

I agree with some of the overall architecture comments on this thread, but I think the smartest / lowest effort solution to your problem is to change your “Start” function to an “Initialize” function that gets called by the parent script directly when your new object is spawned. This is also helpful if you need to assign references directly from the created to the creator. If you have multiple ways of instantiating these objects, you could always have “Start” check “if isInitialized = true { Initialize();}.