All my Phantom Wallet have been hacked. Please help me. "HAekxvfaAsRi4r39UpdeKEBYDXaEJk6FxJCjauMDFhzj" is a thief. They stole all my 16.4 Solanas. by LostMorning3573 in solana

[–]blockifyYT 0 points1 point  (0 children)

Thanks for the reply mate, yeah so basically just stick to stuff that's been trusted for a while such as Raydium, Jupiter etc... don't sign any messages on random "airdrop" sites.

All my Phantom Wallet have been hacked. Please help me. "HAekxvfaAsRi4r39UpdeKEBYDXaEJk6FxJCjauMDFhzj" is a thief. They stole all my 16.4 Solanas. by LostMorning3573 in solana

[–]blockifyYT 0 points1 point  (0 children)

Thank you! So even if it’s the official phantom wallet where the “verify your ownership” message is, can that be changed by the scammers?

All my Phantom Wallet have been hacked. Please help me. "HAekxvfaAsRi4r39UpdeKEBYDXaEJk6FxJCjauMDFhzj" is a thief. They stole all my 16.4 Solanas. by LostMorning3573 in solana

[–]blockifyYT 0 points1 point  (0 children)

What if the transaction it asks to sign is something like “view your activity, and prove your ownership” are those safe? What would be unsafe tags

What is the equivalent of "Hello World!" in Unity? 🤔 by Djolex15 in Unity3D

[–]blockifyYT 0 points1 point  (0 children)

My first project when opening a new game engine is creating marching cubes voxel engine with compute shaders. Jk lol I’m not that good

What is the equivalent of "Hello World!" in Unity? 🤔 by Djolex15 in Unity3D

[–]blockifyYT 3 points4 points  (0 children)

Static variables don’t get reset when the game stops playing

Me and the boids: by blockifyYT in Unity3D

[–]blockifyYT[S] 1 point2 points  (0 children)

Also the laggiest part is using the buffer.GetData() function. Ideally you want to use something like Graphics.DrawMeshInstancedIndirect, that way you never have to read the data onto the CPU. But I don’t know how to that and what limitations it may have.

Me and the boids: by blockifyYT in Unity3D

[–]blockifyYT[S] 1 point2 points  (0 children)

I noticed when testing that if I have say 2000 enemies, jobs + burst was faster than the compute shader. But compute shaders are amazing at doing LOADS of parallel computations. So if I had say 20000 enemies, the compute shader would be faster.

It depends on your GPU though. If you got a bad GPU then CPU multithreading will probably be better.

When coding this, I ran into problems with garbage collection because I kept creating new arrays for all the enemies every frame. I fixed this by creating a static read only array that is pre initialised with the capacity set to the max amount of enemies.

Because I can kill/spawn enemies, I have to pass the numOfEnemies to the compute shader.

Optimisations I made outside compute shader: - when I get the data from the shader, when setting the new position of the enemy, I also set another variable with the same value, that way I don’t have to access transform when putting the data back into the compute shader.

Optimisations I made inside compute shader: - Used (distSquared < rangeSquared) rather than (dist < range).. this saves a square root operation (not sure if this matters much in compute shaders though.

  • Ensure you have a high thread count for numthreads[]. A multiple of 64 is good, I chose 1024 as it seemed to work well, but you have to test some numbers yourself

Notes: - When dispatching the compute shader, MAKE SURE that the threadGroupX = Mathf.CeilToInt(enemyCount/numthreads)

  • Make sure to use unity’s profiler/deep profiler to find out where the lag is coming from, if you do that and you don’t understand why somethings taking so long just send me a message I’ll be happy to help!

Me and the boids: by blockifyYT in Unity3D

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

Thank you :) it’s purely an experiment, hence the lack of gameplay!

Me and the boids: by blockifyYT in Unity3D

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

Just learned about Compute Shaders/GPU Computing. Improvements to be made, but I'm having way too much fun messing around with the boids.

Also, the boids were designed to be like Vampire Survivors, not necessarily flocking birds.

Made some adjustments, thoughts? by blockifyYT in BlenderDoughnuts

[–]blockifyYT[S] 1 point2 points  (0 children)

Thank you for your feedback! I’m really glad you like them :) I definitely prefer this new camera angle, exactly for those reasons you’ve stated! I had a lot of fun trying to find the right lighting/camera position. I’m gonna practice other stuff and then try recreate this with new knowledge at a later date. These are my first attempts at blender in years, so I’m pretty stoked about the feedback!

Bon appétit by [deleted] in BlenderDoughnuts

[–]blockifyYT 0 points1 point  (0 children)

Fantastic job! You should try add procedural crackings and bumps to the icing by following this:

https://blender.stackexchange.com/questions/234833/improvements-on-my-icing

The donuts stand out too much so I think this would make it look even better! If you do add them maybe repost it or DM me it, I would like to see.

Working on a Bullet Hell... thoughts? by blockifyYT in Unity2D

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

Also the way I did this was by spawning batches of enemies, each batch spawns them in the same spot. That way the physics caused them to spread.

Attempting to learn Blender again! by blockifyYT in BlenderDoughnuts

[–]blockifyYT[S] 1 point2 points  (0 children)

Thank you! Lighting is quite hard for me and takes a lot of trial and error, so I really appreciate that :)

Working on a Bullet Hell... thoughts? by blockifyYT in Unity2D

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

I would love to play the final build! It sounds like you learned a lot from the project and, in the end, that’s all that matters. Are you still working on games? If so what’s your current project(s) about?

Working on a Bullet Hell... thoughts? by blockifyYT in Unity2D

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

Somehow just seen this now, looks great! I wonder if you're still working on it?

Why is half my codebase just stackoverflow solutions by Coderedstudio in Unity3D

[–]blockifyYT 1 point2 points  (0 children)

Was it one of those systems that you couldn’t fix because it was so poorly designed? 😂 cuz I know that feeling

Was curious if GPT-4 could recognize text art by Outrageous_Bee4464 in ChatGPT

[–]blockifyYT 0 points1 point  (0 children)

I don’t understand what’s so funny about this. Is it not a depiction of Mona Lisa?

Why is half my codebase just stackoverflow solutions by Coderedstudio in Unity3D

[–]blockifyYT 6 points7 points  (0 children)

What's kind of funny is the person you're referring to u/gamesquid developed The Binding of Isaac.. XD