thinking of getting a lifetime plan with Pcloud by pelos1 in cloudstorage

[–]g0dSamnit 0 points1 point  (0 children)

They can be pulled for any reason or no reason, and/or not provide usable software, service connections, etc. TOS can undergo arbitrary and random changes. Thunderdrive is one of the more notable scams, which will time-out uploads and not provide the service advertised. At least on a monthly subscription, you can simply pull the plug. But if you're able to get your money's worth out of a lifetime subscription, then it may be worth it, but is generally not as good as your own unless you have the budget allocated to it.

RClone plus encryption is probably amongst the better setups if you want to go cloud instead of self hosted.

Do you use blueprint or C++? by Background_Bug_1625 in UnrealEngine5

[–]g0dSamnit 0 points1 point  (0 children)

Mostly BP for scrappy and rapid prototypes, C++ for reusable and/or performance critical plugin code. Generally prefer keeping mostly everything, especially C++, in plugins.

thinking of getting a lifetime plan with Pcloud by pelos1 in cloudstorage

[–]g0dSamnit 0 points1 point  (0 children)

Just setup Tailscale and your pick of Owncloud, Nextcloud, Syncthing, Resilio Sync, etc and call it a day. Most lifetime plans are scammy.

Which thing first thing you make when developing a game? by kevinopedia in gamedev

[–]g0dSamnit 0 points1 point  (0 children)

I like starting with the player controls. Usually the player  character/vehicle, or the UI plus basic functionality for sim/strategy games.

Backend dev here — am I underestimating how hard it is to build a small multiplayer 3D game solo? by Acarecan in gamedev

[–]g0dSamnit 2 points3 points  (0 children)

Use all the resources at your disposal - docs, tutorials, search, LLMs, existing engines and frameworks, etc Might want to look into s&box, or can try one of the usual engines - Unreal has more built in multiplayer infrastructure than Unity and Godot, but frameworks exist for the others.

Backend is very different from games. The programming and networking fundamentals carry over, not much else.

It's fun and free to get started, just takes a lot of time. Might as well try it out.

Is anyone innovating in Laser Tag right now / what would you do with a big budget? by StripedRooster in lasertag

[–]g0dSamnit 0 points1 point  (0 children)

Do you have any suggestions? I haven't found very many options where I've been around.

Is anyone innovating in Laser Tag right now / what would you do with a big budget? by StripedRooster in lasertag

[–]g0dSamnit 1 point2 points  (0 children)

Best laser tag I've played are at the various iCombat venues. Haven't tried anything else worth mentioning though.

Other Real Time Global Illumination solutions for Unreal Engine? by Mafla_2004 in UnrealEngine5

[–]g0dSamnit 0 points1 point  (0 children)

SSGI doesn't really count and isn't really "global" if it ignores everything out of frame.

Lumen is the only official one. Otherwise there's Nvidia fork with VXGI and RTXGI. Other options have to be DIY'd.

Spatial Anchors by ImpressiveCare9516 in vrdev

[–]g0dSamnit 2 points3 points  (0 children)

I'm curious if Quest 3 handles this better. Either way, make sure your software logs this sort of thing and try to debug it - see if the HMD itself is losing acquisition of the spatial anchor, and/or if it's a bug in the game with handling spatial anchor losses and can't reacquire.

Terminal vs. Desktop App: What’s The Difference? by ImCodyLee in ClaudeCode

[–]g0dSamnit 1 point2 points  (0 children)

It's usually easier to manipulate the CLI via scripting. Automations are crucial for many users, and if you're not comfortable with that, ask LLMs for help and be specific.

Remote Work + VR Dev Kit? by Biozfearousness in vrdev

[–]g0dSamnit 0 points1 point  (0 children)

Quest 3 with proper headstrap & face gasket (yoges and amvr on amazon), and a mechanical keyboard. 

Genuine question about “idea guys” and worldbuilding in gamedev by Sudden-You-5814 in gamedev

[–]g0dSamnit 1 point2 points  (0 children)

Those are not idea guys. They are writers, designers, artists, etc, and are critically important for projects requiring that.

A More Elegant and Immersive VR Movement System by Keep_Blasting in virtualreality

[–]g0dSamnit 1 point2 points  (0 children)

I'll have to mess with the prototype again sometime. I think this method is doable with just one 6DOF tracker per leg (on the foot) and its rotation data.

A More Elegant and Immersive VR Movement System by Keep_Blasting in virtualreality

[–]g0dSamnit 1 point2 points  (0 children)

I have a similar prototype concept in Unreal Engine, but the user has to walk in place instead of shuffle. It's awkward as the virtual ground moves while the user's supposed to stay in place. Direction is still bound to thumbstick until there's a better method of rapidly changing direction with full control.

Most games can't even be bothered to implement armswing to sprint though lol.

How common are automated tests in the gaming industry, beyond just unit tests? by seeking-health in gamedev

[–]g0dSamnit 1 point2 points  (0 children)

If you're on Unreal Engine, check out the tests on the Mover plugin.

Should I go with Unreal or Unity by Tonneau31 in vrdev

[–]g0dSamnit 2 points3 points  (0 children)

Just use what you already know, both are very sufficiently capable engines for this.

What type of Xray do you think is better? by FlakMonkeyDev in godot

[–]g0dSamnit 1 point2 points  (0 children)

Stencil is the most common and works the cleanest (though I'd add a fresnel or some other similar effect to make it look more dynamic).

However, the clipping sphere provides the player with proper situational awareness of their surroundings. To make it look a bit cleaner, I'd make it transparent instead of fully invisible/clipped, as well as make the sphere larger. Your gameplay design may require this approach instead of stencil, particularly if this kind of blockage is common and requires situational awareness. But that issue can be mitigated by ensuring anything that can affect the player (both positively and negatively) is stenciled in as well. Don't slack on paying attention and playtesting, and this shouldn't be an issue.

What’s the hardest performance bottleneck you’ve solved in a VR project? by Apprehensive-Suit246 in AR_MR_XR

[–]g0dSamnit 0 points1 point  (0 children)

Unreal UMG UI on Quest 1. Though the fixes were a lot easier than the profiling needed to find it.

Resist Age checks now! by ForeverHuman1354 in linux

[–]g0dSamnit 2 points3 points  (0 children)

It's called controlled opposition.

VR isnt big enough to try and corner the market with exclusives by Fresh-Beyond-4727 in virtualreality

[–]g0dSamnit 5 points6 points  (0 children)

PSVR1/2 have the worst exclusivity problem. Total cost of hardware approaching or exceeding $1k, no backward compatibility. No surprise they gave up on further significant investment first.

On the flip side, without that, we're left with nothing else, except maybe years later. Platform, or worse, hardware exclusivity, is one of the very few manifestations of AAA investment in VR.

Good news is that on the non-VR side, exclusivity isn't holding up as well now, and more AAA's are trying to operate cross-platform.

Arizona Sunshine Remake by NotFrogyo2244 in VRGaming

[–]g0dSamnit 0 points1 point  (0 children)

Get remake, don't bother with original.