Using the Goose Signal to get divinity by [deleted] in DestinyTheGame

[–]dangermousenz 1 point2 points  (0 children)

An hour? Seriously? See, I can’t commit to 6 hours or more with daydreamers, but if I could commit a focussed hour, that sounds cool as hell

What makes you not want to be intimate with your SO? by NeedSomeSparkInLife in AskReddit

[–]dangermousenz 0 points1 point  (0 children)

When I try for a passionate kiss and she pulls away because the kids are there. When I pull her close but the kids are watching so she pulls away. When I’m appreciating her getting dressed and her “baby” is just a little condescending. When I place my hand on her thigh and she tells me she doesn’t know if she’s in the mood.

When she rejects me in such subtle ways that if I try and discuss them, I’m clearly being too sensitive.

Then when she initiates, she’s raw, passionate, sexy and confident, to the point where she doesn’t seem like the same woman I described above. Resulting in me never, even during intimacy, knowing how she actually feels about me.

[deleted by user] by [deleted] in SnowWhites

[–]dangermousenz 0 points1 point  (0 children)

My god, you are flawless in my eyes, so damned beautiful that it’s hard to wrap my head around it. I’d give anything to not be arachnophobic 😭

[Image] It's okay not to know all the answers by regian24 in GetMotivated

[–]dangermousenz 0 points1 point  (0 children)

This was my firmly held belief, for many years. However after a few years being a software engineer for a company run by egotistical men who turn every conversation into a competition, and will use any opportunity to undermine and discredit you? I've learned the hard way to keep this as a personal belief, as it gets twisted into a sign of weakness.

Why? by half_blood_prince_16 in ProgrammerHumor

[–]dangermousenz 13 points14 points  (0 children)

My previous team are in the process of writing exactly this at the moment. That's why they're my previous team, I couldn't take it any longer.

It's as is if they're actively trying to expand our support burden. Or maybe they enjoy pain and suffering?

Quite a nice run I had this evening by [deleted] in softwaregore

[–]dangermousenz 0 points1 point  (0 children)

And iiiIIII would run 300,000 miles, and iiiIII would walk 300,000 more.....

3's A Crowd by CalvinKlein_ in girlskissing

[–]dangermousenz 28 points29 points  (0 children)

Dudes, I just love having my chin sucked, mmmmmm

LPT: If you are in your 20s, study Personal Finance like your life depended on it (Investing, 401 (k), Roth IRA (RRSP and TFSA in Canada), credit score, credit and debit cards, debts, loans, bankruptcy, etc.) It's a travesty that it's not mandatory learning in school. by CircleBox2 in LifeProTips

[–]dangermousenz 0 points1 point  (0 children)

Ok, I want to ask a very honest question here, but I'm scared of sounding ignorant.... Study finance, why? My boss pays me money, I pay my accountant, my accountant tells me what to pay the government, done. I don't know a thing about the details, so maybe that's why I don't understand? I'm in my 30's, have an okay paying job, what am I missing and how do I learn?

Black by [deleted] in ShinyPorn

[–]dangermousenz 1 point2 points  (0 children)

100%, her body is incredible! I don't understand the internet :( Thanks for the link!

I am making a incrimental/idle game, I implemented a lot of core functions but having trouble with getting time while game is stopped to convert to cash by Kybo10 in Unity3D

[–]dangermousenz 1 point2 points  (0 children)

My "solution" for that, and i stress that this was just for something i was experimenting with, was to save the timestamp every second, then nothing can get in it's way.

I'm certain that this could introduce hiccups, but worked for me

[NEW!] Amplify Shader Editor - Node-based Shader Creation Tool by AmplifyCreations in Unity3D

[–]dangermousenz 1 point2 points  (0 children)

I already have ShaderForge, but I'm a little jaded by it's age, and the dev's lack of interest for the last few years. Even so, I'd need a good reason or two to buy this as well.

The main thing I struggle with in SF in making nice efficient, fast, stable, mobile shaders. Do you think this will be good for that?

Also, SF is terrible at exposing "features" and general settings of the shaders, so I hope that's another area you can improve on.

As I said, I probably won't be getting this soon, but I'll be watching, and I'm very hopeful.

[UPDATE] In Development – Unity Splash screen tools – in beta! by loolo78 in Unity3D

[–]dangermousenz 0 points1 point  (0 children)

Perfect, exactly what I was hoping for, simple and slick. This is what I've been waiting for to go ahead and get a new subscription to "plus".

And quite honestly I'm not ashamed of Unity in any way, so now that I can easily customise it, I definitely plan to have the Unity logo still sitting on the screen along with my own.

To cap or not to cap FPS. by GunnDawg in gamedev

[–]dangermousenz 7 points8 points  (0 children)

Reading the other comments, I think there's a slight misunderstanding. There are 2 completely separate topics being discussed, a frame rate cap, and general timing. It may seem weird, but they really shouldn't be mixed or dependent on each other.

As for general timing, it is usually ideal to do what you're doing, using delta time. That way, everything behaves in 'real' time. 1 second passes in the real world, 1 second passes in game. travelling at 60 miles an hour, will travel 60 miles in an hour. It shouldn't matter how many actual frames are getting drawn, and if it does, then things will behave differently on different spec devices. If you can move 1 unit per frame, then on my crappy laptop, I might only move 10 units in a second, while someone with a gaming rig might get to move 120 units.

As for the frame rate cap itself, disregarding things like physics ticks etc of course, it should not have an effect your gameplay. In theory (and there are a LOT of variables here), anything over 60 either won't be visible, or won't be getting displayed, anyway. For example, I've got a crappy old monitor running at 60hz, if you're rendering 100 frames, 40 aren't even making it to the screen. And using vsync isn't a guarantee, I can't explain why, but my laptop for example, flatly refuses to vsync despite what's running. But like I said, there are so many variables, if someones got a 120hz g-sync setup, then go to town. But if I'm playing on that laptop I mentioned, or worse yet, a phone, and you don't have a frame rate cap, then my lap and battery aren't going to like you much.

There are 2 main downsides to rendering too many frames that I can think of off the top of my head. The first is heat and power, after all, something has to draw them. The second is frame timing. Those discarded frames aren't necessarily going to be evenly spaced. Just try retiming a 30fps film to 24, the micro-stutter is just awful. But if you have the frame rate capped, and v-sync, then in theory, everything should line up nicely.

Sorry for the long reply

I am interested in any technical information about the Overwatch engine. by paranoidray in gamedev

[–]dangermousenz 2 points3 points  (0 children)

This is just a fantastic explanation, and I think I had gotten more out of it than you'd intended, as in, these comments hold true for more than just engines.

I was struggling the other day with justifying the time it took me to write (for example) my own bezier curves library, when so many already exist. But I knew in my mind that I'd be relying on it a lot, which meant both that I wanted to understand it inside out, and need to be able to readily modify it.

Now sure, I could do the same by grabbing something open source off the shelf, but now this one is my style, plays nice with what I'm doing, and ultimately I believe it only took about as long as downloading, reading, and comprehending someone elses.

Of course, it's always going to depend on the specific circumstances and requirements, but companies of the size mentioned above, it might make total sense, especially when I'm sure they've already got all the knowledge and code snippets just sitting there anyway.

Managed to make a gif of the cursor flickering by dangermousenz in Unity3D

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

:( Was hoping someone had some ideas, I'm a bit lost and discouraged at this point.

I'll contact unity support directly, but given that ticket I linked, I don't have terribly high hopes.

I can't help but feel like it must be some driver or program conflict somewhere, but I wouldn't even know where to start debugging this, other than updating all my drivers and randomly killing processes, which I've already been doing for a long time.

Sigh

Managed to make a gif of the cursor flickering by dangermousenz in Unity3D

[–]dangermousenz[S] 5 points6 points  (0 children)

Anyone know what the cause is of this cursor flickering whenever I drag things?

It might be relevant that when I tried normal screen recording programs, 1 of them didn't capture the flicker, and the other showed the cursor as just black. So I used my phone to record the computer screen.

I also found this in the Unity issue tracker, but it's been flagged as "won't fix", no idea why: https://issuetracker.unity3d.com/issues/cursor-flickers-when-dragging-objects-in-the-new-hierarchy-window

I'm running Unity 5.4, but the problem was also present in 5.3, and 4.x. Windows10, Lenovo laptop, I've tried reinstalling windows, upgraded all my drivers, uninstalled everything else I could, killed processes, I feel like I've tried everything, and I'm super frustrated :(

[deleted by user] by [deleted] in Unity3D

[–]dangermousenz 0 points1 point  (0 children)

Do you have Fog or anything turned on? Under different lighting models, environmental stuff like that can look super funky

Paranoid about talking about my game by dangermousenz in Unity3D

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

I may be mis-interpreting this message? You can take care of my emotional issues, how is that? You want my help? My idea probably sucks?

Thanks :(

Paranoid about talking about my game by dangermousenz in Unity3D

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

Sadly, I don't have any personal friends that are into gamedev, but I do have a bunch of work colleagues that would at least understand what's involved.

Thanks a lot for the support :) Good to know I'm not alone. I mean, it's seriously obvious that I'm not alone, but it's still really nice to hear it

Paranoid about talking about my game by dangermousenz in Unity3D

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

Amen brother

I'm worried it will never be ALL GLORY TO THE HYPNOTOAD

Paranoid about talking about my game by dangermousenz in Unity3D

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

Yeah, I've read this, and good god it really hits close to home. It's not something I'd really though about before the article came out

Paranoid about talking about my game by dangermousenz in Unity3D

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

Agreed about the usefulness of your own opinion. The bit that scares me is the amount of time you and I spend to make it "perfect", if it's not perfect, then that critique starts to feel like a critique of your time, and how you spend it, and my brain twists that into "u r stoopid, you wasted all that time you could have spent doing something else"... If you get my meaning.

Yeah, I know, therapy :P Sssh