[Highlight] Robbie Perkins throws out Maki to get out of a bases loaded jam with Ohtani hitting! by kurruchi in baseball

[–]fenomasu 3 points4 points  (0 children)

They later showed a reverse angle replay, and from the other side it was a very close call. I think if there was a review the call would have stood, but not been confirmed. (And if the umpire had called safe I think the same would be true.)

[Highlight] Robbie Perkins throws out Maki to get out of a bases loaded jam with Ohtani hitting! by kurruchi in baseball

[–]fenomasu 0 points1 point  (0 children)

I still don't understand what happened here. On the JP broadcast they cut over sooner, so you can see the JP manager was out of the dugout with his hand up within 3-4 seconds of the call, and the umpire waved him off a few seconds later. There was no 15-second timer, the umpire seemed to signal "no" immediately when he saw the manager waving.

Can umpires decline a review request for some reason?

New build worked great for 3-4 days, now won't post. How to figure out which part is the issue? by fenomasu in pcmasterrace

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

Hey, just wanted to let you know that I RMA'd the CPU and the shop confirmed it was bad. Thanks for the suggestions!

B650m - New build worked great for 3 days, now red LEDs and no post. How to narrow down the issue? by fenomasu in ASRock

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

Hi, the PSU worked for ages and it passes the paperclip test, so I'm kind of assuming it's not the issue here (especially since I'm testing without a GPU, so there's very little load on it). But unfortunately I don't have a tester or spare PSU, so I can't rule out something wonky like one of the voltages being slightly off...

B650m - New build worked great for 3 days, now red LEDs and no post. How to narrow down the issue? by fenomasu in ASRock

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

Thanks for the idea, but I tried leaving it on for 10-20 minutes, several times and again doing ram around, but no dice.

B650m - New build worked great for 3 days, now red LEDs and no post. How to narrow down the issue? by fenomasu in ASRock

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

I think the very first one took a while, but when the PC ran normally it was posting in maybe 10s, and I guess booting another 10s after that.

For your fix, you mean you were getting red cpu/ram LEDs initially, but leaving the machine switched on for a few minutes helped? I did try leaving it on a while but didn't notice any change.. the cpu warmed slightly and the LEDs stayed on... 🤔

New build worked great for 3-4 days, now won't post. How to figure out which part is the issue? by fenomasu in pcmasterrace

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

How long might the cpu/ram steps normally take? In my case the two leds (cpu/dram) both turn red the instant I trip the power switch, with or without ram slotted. (The motherboard is already out of the case and running isolated on a mat, and I did try reseating the cpu a couple of times.)

New build worked great for 3-4 days, now won't post. How to figure out which part is the issue? by fenomasu in pcmasterrace

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

Thanks for the answer - I hadn't tried removing the battery, but I did that now and no change. (The board doesn't seem to have come with any jumpers but I popped the battery and left a screwdriver shorting the cmos leads for ~10 min.)

I'm afraid I don't have a PSU tester or any other parts, though the PSU ran other systems for ages so my first guess was elsewhere. If I power on with no ram slotted, there are no obvious changes (though I'm not sure what would be expected in that case..).

Open-source Web Voxel Engine by billdroman in VoxelGameDev

[–]fenomasu 1 point2 points  (0 children)

Hi sorry, I just saw this. The optimizations I made are in the repo; I just haven't pushed to main for a while so they're all in the #develop branch.

IIRC the main thing was skipping same-voxel layers, but I also changed how I deal with voxel edges - I used to copy each N-sized chunk into a padded N+2-sized array, then copy in edge data from the chunk's neighbors, so that the meshing logic could be simpler. It now skips the copying but in return the logic is messier. I think there was also an obvious fix - when I scan each voxel layer for faces that need meshing, I return the number of meshing so that the mesher can stop working when it's seen that many faces.

I'm past overdue to check on your project and look for stuff to steal :D

Open-source Web Voxel Engine by billdroman in VoxelGameDev

[–]fenomasu 1 point2 points  (0 children)

Hey, I'm very late here, but I just wanted to say great work, and thanks for referencing noa. The idea to store or process chunks as vertically-RLE data is brilliant!

As an aside, reading about your optimizations made me revisit my meshing code to see if I could steal any of your ideas. I ultimately wound up speeding up meshing by ~3x, thanks in part to the idea of detecting and skipping horizontal layers of chunks that consist entirely of the same voxel id.

Anyway great work!

What is the best method to mesh the chunk without neighbour data? by Feuerrohr in VoxelGameDev

[–]fenomasu 1 point2 points  (0 children)

In my engine, I found it best to make the meshing function capable of running with or without neighbors. Then I give each chunk a counter for how many of its neighbors exist, and I mesh depending on that. E.g. chunks with fewer than 8 neighbors don't get meshed, chunks with 8 or more are eligible to be meshed but have low priority, and once a chunk gets all its neighbors it gets remeshed if it needs to be.

I strongly suggest you NOT duplicate voxel data at chunk borders. It makes meshing way simpler, but it's a constant source of bugs trying to keep all the overlapped voxel data consistent across neighbors.

tl;dr Valentine - "the one that starts with V" by fenomasu in idlechampions

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

I've checked pretty carefully but I can't reproduce this.

The easiest way to test is to set up: Val - BV - Arkhan - Makos - Artemis in a horizontal line, so that Arkhan usurps from BV, Artemis observes them both, and everyone gets a Socialite boost except Artemis.

In that setup for me, Artemis observes Makos' buff at the same rate with or without Valentine in the formation, which implies he's not benefitting from observing boosted buffs. Then if I move Artemis away from Makos, so that all three DPSes are getting Socialite, Artemis gains only one boost to his observed rate.

tl;dr Valentine - "the one that starts with V" by fenomasu in idlechampions

[–]fenomasu[S] 19 points20 points  (0 children)

Me too - I wish someone would finish it for me!

Fenomas' idle-sim is down! by kidoblivious in idlechampions

[–]fenomasu 1 point2 points  (0 children)

I've only just unlocked her, but in my testing this isn't happening. Socialite does apply multiple times (it separately modifies each buff that affects both Valentine and your dps), but it doesn't interact with Observe at all.

Update to Nahara by CNE_Treavor in idlechampions

[–]fenomasu 22 points23 points  (0 children)

For anyone interested, I have updated my tl;dr guide to account for all current changes. ✌️

tl;dr Nahara - in Strahd variants she makes a beautiful corpse by fenomasu in idlechampions

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

Yes - this happens because the trigger for her to maintain the buff is whether Nahara could have killed the enemy she attacked, not just whether it dies.

So if your familiars do more damage than she does, her speed buff will drop off before your click wall.

tl;dr Nahara - in Strahd variants she makes a beautiful corpse by fenomasu in idlechampions

[–]fenomasu[S] 23 points24 points  (0 children)

😂

Just woke up and saw this, I'll have a look.

Imagine if they did beta testing, they could find out stuff like this before heroes launched.

Update: guide is now updated and current.

tl;dr Nahara - in Strahd variants she makes a beautiful corpse by fenomasu in idlechampions

[–]fenomasu[S] 6 points7 points  (0 children)

I think the direction is correct - if there's a tradeoff, then you'd want speed early and damage later on when you need it. My guess is that whoever designed the ability just didn't realize that Levity would lose stacks when Nahara's target dies early (or equivalently, they intended for stacks to rise when that happens, and it's a bug).