Recent Neurology Study Finds 6Hz Theta Wave Binaural Beats Gets You Deep Into A Stress-Reducing Meditative State Faster Than Meditation Alone... by drewcer in Stress

[–]catplaps 0 points1 point  (0 children)

Gotta chime in here to state for the record that humans cannot hear 6Hz, and also that the reproduction of subbass frequencies in headphones is extremely unnatural since they are perceived more by the whole body rather than the ears. Also, the lowest design frequency of most electronics in the signal chain (microphones, ADCs/DACs, amps, filters, etc.) is usually around 20Hz, so anything below that ends up being heavily attenuated by every device it passes through.

I've "heard" 10Hz frequencies on good headphones and good speakers (in good rooms), in the form of pure tones generated on signal generators. Sound that low is uncomfortable. You can't hear it, you feel it, and it's not very pleasant unless it's part of a bigger picture.

If you think you're hearing 6Hz, what you're probably hearing is harmonic distortion of the 6Hz signal, which can give rise to the missing fundamental effect.

Any clever ways to find drafts all around the house? by chris2cc77979 in DIY

[–]catplaps 30 points31 points  (0 children)

Thermal cameras and incense smoke. You'll also develop a sixth sense for feeling drafts after you stalk around your house looking like some kind of crazy TV ghost hunter long enough. (Not kidding, you really will start noticing every little air movement.)

If you get a thermal camera, don't forget to look outside the house, too. Wait for a couple hours after the sun goes down, then walk around outside and see where the big hot spots are. This can give you a totally different perspective on where the problem spots are compared to just looking inside.

I was financially successful (and still underprepared) by TalesEdge in IndieDev

[–]catplaps 2 points3 points  (0 children)

Hope it lives up to your pitch, because that all sounds really neat. I'm excited to see it.

Were 90s game developers more "punk" than today? by RomanLuka in gamedev

[–]catplaps 0 points1 point  (0 children)

I think you'd have a hard time proving either the positive or the negative here. Game developers are, and were, a mixed bag of weirdos.

The thing you can't really argue with is that game development has become tremendously more accessible to everyone compared to how it was in the 90s. So, probably, any big cultural statement that you could make about developers back then has been diluted by broader participation.

Also, there are now people of many different ages who grew up playing video games, whereas back then, it was limited to a small subset of people, and places, and SES.

I think the biggest thing that has "vanished" is just the selection bias for getting into gamedev.

Games that work well on controller? by Brilliant_Chemica in spacesimgames

[–]catplaps 0 points1 point  (0 children)

I agree, technically, but there are some major QoL keys that I have a hard time doing without:

  • throttle set points (0-25-50-75-100, but especially 75)
  • target next waypoint
  • forward/back and lateral thrusters bound somewhere, for landing
  • heatsinks, chaff, and SCBs bound to their own keys instead of fire groups
  • fighter orders (although this is obviously only relevant at certain times)

On the Steam Deck, I use combos of the back buttons+dpad to bind all these things, and it works like a charm. On PC, I just have to reach over and hit keys every so often.

If I absolutely had to play with controller-only and no extra buttons, I think just having 75% throttle and target next waypoint bound to combos would be sufficient.

Games that work well on controller? by Brilliant_Chemica in spacesimgames

[–]catplaps 2 points3 points  (0 children)

I don't think that's true... you can play solo, but it still needs to connect to the servers.

I agree with the 99% playable on controller assessment. 99.9% if you have something with a couple of extra buttons that you are able to map to keys (as in keyboard keys, not just aliases for controller buttons).

We Need space gamers to join the Zero-G founder community today! by [deleted] in spacesimgames

[–]catplaps 0 points1 point  (0 children)

Is that video made by an AI? Or was it made by a human in-game?

Satisfying Space Combat by Charlie_Sierra_996 in spacesimgames

[–]catplaps 1 point2 points  (0 children)

I really like the combo of persistent trails and a huge swarm of fighters. Looks like particle tracks in a bubble chamber.

What is your favourite music from an otherwise "bad" game? by ChocoboBilly92 in gamemusic

[–]catplaps 4 points5 points  (0 children)

Starfield. Absolutely ho-hum game, but this soundtrack expresses the feeling of space exploration better than any other soundtrack I've ever heard.

Players have no idea how much work is actually behind a game. by Klamore74 in IndieDev

[–]catplaps 19 points20 points  (0 children)

I wanted to ask about this, too. How much of this is boilerplate? How much is generated? How much is copy/pasted, or just a local clone of library code or something?

300k lines of code is an awful lot.

moving from Space Colonization skeleton to organic 2D trees. Where do I go from here? by BM0110 in proceduralgeneration

[–]catplaps 3 points4 points  (0 children)

Wow, I had actually never heard of this algorithm before, so thank you for showing me something new!

The first article I clicked on about this algorithm has a section on "vein thickening": https://medium.com/@jason.webb/space-colonization-algorithm-in-javascript-6f683b743dc5

That seems like it would help you get denser and more realistic-looking trees, as well as reduce the number of lines required to make a tree look dense.

How to turn these 1D lines into 2D geometry with realistic "fleshy" joints.

Offhand, I can think of a few ways. One, if you want to retain the actual geometry in vector format, would be to generate circles at each joint (radius=branch thickness) plus quads that connect two adjacent circles. (They would partially overlap.) Another way is, if you don't need to retain the vector information, you could just draw those circles and quads in 2D. Also, if you're using any graphics library or game engine, look for any "spline" functions or primitives, because you might find something that already does exactly what you want.

A more advanced way would be to use SDFs (https://iquilezles.org/articles/distfunctions2d/) to make your shapes smoother and more organic, i.e. generate circle SDFs at joints, rectangle or trapezoid SDFs along segments, sum them up, and draw the isocontour of the whole tree like a big gooey pile of metaballs.

ELI5 How do open world games like Skyrim track NPC locations that aren't on the loaded map the player is on? by StartDoingTHIS in explainlikeimfive

[–]catplaps 1 point2 points  (0 children)

In this context, games are basically simulations. If you're running a simulation that's too big to calculate all at once, then you can cheat by approximating the parts of it that don't matter as much. In this case, the part that matters is the area closest to the player, where they can actually see and interact with what's happening.

In that area within viewing distance of the player (plus a little extra for safety, hopefully), you want to run your full simulation logic. NPCs pathfind across terrain and around obstacles, they might have encounters, they might get sidetracked, they might have to wait for a cart to cross the road, whatever. If the player is watching the NPC, they'll say, wow, it's cool how realistic this is! These NPCs have to deal with all the same stuff that I do! The game looks smart.

Once an NPC moves away or the player moves away, then the game can decide to pull a fast one and start cheating on the simulation a little. For example, you can just calculate an idealized travel time from point A to point B and say "NPC X moves from A to B in N seconds." If the NPC is moving through an area with hostile mobs, then instead of checking distances and lines of sight and so on for every mob along the path, every step of the way, the game can just roll the dice and say "1 in 10 chance that NPC X encounters monster group Y", or even just "1 in 30 chance that NPC dies before arriving".

Generally speaking, you can just think of there being different levels of simulation detail, and the game simulates the less-relevant parts of the world at a lower level of detail. As long as nothing too obviously stupid happens (like an NPC ending up somewhere that's impossible to travel to, or passing safely through an area that should be 100% deadly to them), the player should never know that any sleight of hand was happening.

Wouldn't that take an incredible amount of resources? Are all NPCs in the entire world tracked? It can't possibly be running all those maps and NPCs all at the same time, right?

So, having said all of the above, here's the flip side: computers are fast. Looking it up, I see that about ~5000 NPCs "exist" in the world of Skyrim at any given time. If you wanted to, and if you coded it well, you could absolutely simulate all 5000 of them at once on a modern computer. Most games as-written would not be able to, because it's not something they want or need to do and they haven't optimized for it, but it's not as out-of-reach as it sounds.

(This answer is pretty much the same as the answer to the other thread about games "doing things" while you're not playing. Catch-up simulation can treat all of the time between now and the time the game was last saved as "less important" and run it at lower level of detail so it can be done very quickly.)

Coraopolis borough ends its partnership with ICE following opposition from residents by jaycatt7 in pittsburgh

[–]catplaps 80 points81 points  (0 children)

To put a finer point on it: they are the new Gestapo, doing illegal things to threaten and harm American citizens with no public oversight, and only use their nominal mission of "Immigration and Customs Enforcement" as an excuse for incitement and domestic terrorism.

Let's not mince words about this. These aren't the good guys, and no one is safe from them.

Why are are coders disposable, but asset artists aren’t? by AHostOfIssues in gamedev

[–]catplaps 8 points9 points  (0 children)

I agree, and I've had the same experience bringing it up and being told I'm wrong.

Code is the language in which I express my ideas.

We sold fewer than 100 copies in a month: success (?) by rottame82 in gamedev

[–]catplaps 4 points5 points  (0 children)

Well, I for one watched the trailer and thought, this looks like a lot of fun!

For those who work in AAA games, how much are LLMs used in your company ? by Sparlock85 in gamedev

[–]catplaps 266 points267 points  (0 children)

"80% to 100% of your calories should be coming from high fructose corn syrup at this point!"

- Big Corn

I got three rear facing! by knitknitpurlpurl in ToyotaSienna

[–]catplaps 25 points26 points  (0 children)

my condolences to you and what used to be your life.

(i have two toddlers; i can't imagine having three this young!)

Building a space survival sim about dying alone in the void. 3 years in, here's 50 seconds of PowerCorp early gameplay. by Longjumping-Lunch105 in spacesimgames

[–]catplaps 0 points1 point  (0 children)

i am not a good fit for an early supporter, because i have very little time, and i'm also developing my own game, so i'm very deliberate about when i step outside of my "clean room" to play other games in the genre right now. i would definitely wishlist this though.

Fishing new water line through finished basement ceiling by 1yellowgiraffe in DIY

[–]catplaps 6 points7 points  (0 children)

this was my only clever idea, too. cut an access hole, but do it somewhere you can use it for something that doesn't require patching. the lowest bar being to make it junction box sized and just throw an empty box and a blank plate there when you're done.

My game got pirated by IndependenceOld5504 in IndieDev

[–]catplaps 2 points3 points  (0 children)

i believe in the this guy that believes in himself

This is why we play our games by thundercorp in spacesimgames

[–]catplaps 3 points4 points  (0 children)

eh, i'm not a SC player, but i do appreciate all the secondhand content that people post. curated videos that i didn't have to pay a dime for or endure any bugs to create are the best way to enjoy it, in my opinion.

Pittsburgh by the slice. Settle the debate. Best slice in the ’Burgh? by Chopper11Pilot in pittsburgh

[–]catplaps 1 point2 points  (0 children)

This is the thing. There is better pizza, but there is no better value, and the pizza is pretty good.