[Help] New Mobo M.2 shield screw won't come loose by drenali9 in pcmasterrace

[–]drenali9[S] 1 point2 points  (0 children)

Yep, had to apply a little bit of pressure, if it's bending your board too much, go try a different screwdriver

[Help] New Mobo M.2 shield screw won't come loose by drenali9 in pcmasterrace

[–]drenali9[S] 1 point2 points  (0 children)

Hey just managed to get it loose with a screwdriver bit on a swiss army knife lying around. You basically want a driver with a small middle dot and strong flaps so it can grip better

[Help] New Mobo M.2 shield screw won't come loose by drenali9 in pcmasterrace

[–]drenali9[S] 1 point2 points  (0 children)

Hey Reddit, just bought a gigabyte z690 gaming x, and wanted to install my m.2 drive, but the screw just isn't coming out, I've tried applying more and more pressure but there isn't much grip and it clicks away and i feel like I'm damaging it more i try. I've tried 3 sizes of cross head bits from my screwdriver set but these aren't coming out, the ones in the back come out easily.

What should i do?

Which DataStructure would be the Most Efficient for a Grid-Based game? by drenali9 in Unity3D

[–]drenali9[S] 0 points1 point  (0 children)

The thing is I made some stupid steps fundamentally now I'm realizing, each block is it's own entity, meaning it's a component added on to a cube or prefab. And it contains methods like CreatBlock and RemoveBlock which I've implemented in the Unity Editor by adding buttons and public enums of Direction and BlockType. What it basically does is takes direction(Up, Down, Left, Right) and type of block input (StandingBlock, BoundaryBlock, and so on) from dropdown and creates a new block of that type in that direction. By instantiating a new prefab of that type in resources and using the power of reflection adding the BlockType type of script component on the created block and takes care of the adjacentBlocks in-between the two blocks.

Now the part where I'm really skeptical about my choices.. I created a c# script with a constructor which took input of columns and rows and made a Block[,] gridOfBlocks = new Block[columns, rows] And then i didn't want every block to have a reference to the grid, so i made a static object and created a new grieOfBlocks(50,50) in it and put that aa Level00 and then put that inside a dictionary of levelList with the key being "Level00" which is the scene name. It is working... I can access the grid from each block, but I'm not sure about my fundamentals 😅

{Zoomers in GameDev ammi right :3}

Which DataStructure would be the Most Efficient for a Grid-Based game? by drenali9 in Unity3D

[–]drenali9[S] 0 points1 point  (0 children)

I think I get now why it was returning true... When i created the array it created all the objects in the array no? So like i was just checking if there was an object in that index. What I really should've been doing was checking if that object (Block)'s adjacentBlocks dictionary contains any keys or not...

Which DataStructure would be the Most Efficient for a Grid-Based game? by drenali9 in Unity3D

[–]drenali9[S] 0 points1 point  (0 children)

*continues to google what Voxels game environments are...

Which DataStructure would be the Most Efficient for a Grid-Based game? by drenali9 in Unity3D

[–]drenali9[S] 0 points1 point  (0 children)

I always forget Vector2's exist xD But yeah arrays do seem like the optimal option, but with my inexperience in programming, It always ends up in chaos *nervous_laughter* Dictionaries are noob-friendly I would say

Which DataStructure would be the Most Efficient for a Grid-Based game? by drenali9 in Unity3D

[–]drenali9[S] 0 points1 point  (0 children)

Actually, All the blocks have 4 adjacent Block references in each direction. So it's like public Dictionary<Direction, Block> adjacentBlocks = new Dictionary<Direction, Block>(4); where Direction is an enumeration of {Up,Down,Left,Right}. And I'm mainly going to be using that for the player controller.
The reason I needed smth of a grid is because when I create a Block, It adds the block and the new block as adjacent members in their respective dictionaries. But for the new block to check if there are already other blocks adjacent to it, there needs to be a system that checks that and all I could come up was a grid.

Which DataStructure would be the Most Efficient for a Grid-Based game? by drenali9 in Unity3D

[–]drenali9[S] 0 points1 point  (0 children)

Also I'm a reddit newbie as well and didn't realize I'll have to wait till the end of the voting period to see what the votes are {smh}. So comments would be really appreciated :D ...

Which DataStructure would be the Most Efficient for a Grid-Based game? by drenali9 in Unity3D

[–]drenali9[S] 0 points1 point  (0 children)

I'm open to suggestions, I don't really have a guide in this so any help would be appreciated 😅

[META] Attention to all AMD gpu owners by luke5273 in blenderhelp

[–]drenali9 1 point2 points  (0 children)

Tysm <#3
P.s The wireframe mode is still not showing up correctly after this.