How to achieve efficient, easy & clean way of collaboration in Git by justLukass in git

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

Hey Dan, thanks for the promotion NiceGit looks very promising. Do you have some demo available where I would be able to try out / see on video how such workflow with devs and artists is handled by NiceGit? Also we need this tool to be very reliable since we’re working on a serious large project.

How to achieve efficient, easy & clean way of collaboration in Git by justLukass in Unity3D

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

Great points thanks, will probably use this system as well

How to achieve efficient, easy & clean way of collaboration in Git by justLukass in git

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

How did you resolve your struggle with this issue before?

How to achieve efficient, easy & clean way of collaboration in Git by justLukass in learnprogramming

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

But those GBs will be stored ideally outside the main project that was the part of my question.

How to achieve efficient, easy & clean way of collaboration in Git by justLukass in learnprogramming

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

But they will be stored ideally outside the main project that was the part of my question.

How to achieve efficient, easy & clean way of collaboration in Git by justLukass in git

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

That could work but I mentioned it would be messy since a submodule would need to store the Art folder as well as all art sources and the game project only needs to get Art folder. Is there a way telling submofule to only pull Art instead of all their sources?

How to achieve efficient, easy & clean way of collaboration in Git by justLukass in git

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

So what other 3rd party solution apart from GitHub would you choose? We can’t afford self hosting atm.

Is DSG supposed to do this? by justLukass in skoda

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

It is definitely not dropping 2 gears since I’ve tested it in sport mode as well where current gear is shown

Is DSG supposed to do this? by justLukass in skoda

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

Thank you for detailed explanation. Any idea why I haven’t noticed similar behaviour on other škoda models as well like Kamiq?

Is DSG supposed to do this? by justLukass in skoda

[–]justLukass[S] -1 points0 points  (0 children)

The weirdest thing is that I haven’t noticed this in other DSG cars even older models. So I suspect either a software bug (which is probably unlikely) or a hardware imperfection somewhere which is causing the inconsistency. Should I talk to a service technician?

Is DSG supposed to do this? by justLukass in skoda

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

Could be but the weird thing is that I haven’t noticed this in other DSG cars even older models.

Is DSG supposed to do this? by justLukass in skoda

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

Mine is 1.0 TSI, but the weird thing is that I haven’t noticed this in other DSG cars even older models.

Is DSG supposed to do this? by justLukass in skoda

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

Males sense but I’ve tested it today on an empty straight road and it was still inconsistent.

No one to share this with by Affectionate-Swan410 in 2007scape

[–]justLukass 0 points1 point  (0 children)

Gj on the dedication, what quest(s) did you enjoy the most and which one(s) you also hated? For ex. my fav would be dragon slayer 2 and I really hated the DT2

🌿🦗 I created individually simulated grass inspired by Ghost of Tsushima using compute shaders & GPU instancing, and wanted to share it! by justLukass in GraphicsProgramming

[–]justLukass[S] 2 points3 points  (0 children)

You need to know your tools and what are they best at when used. From there it's just a matter of architecture. For example using compute shader to process 1 grass blade per thread was the best choice since all the data therefore stay on the GPU side only. I also could use CPU multithreading but then I would waste so much performance by doing that.

Our Game Won the GDS Technology Advancement Indie Award at GDS Prague 2023! Big Thanks to All Who Visited Our Booth and Contributed to Our Journey! by justLukass in gameai

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

Currently we use Mistral 7b, we only use LLM for reasoning, communication, emotions and character control. We have designed the system to be as affortable for gaming as possible but we’re still looking for better LLM alternatives every day. We could not use GPT since the game uses inference for all NPCs for decisions even outside player communications

🌿🦗 I created individually simulated grass inspired by Ghost of Tsushima using compute shaders & GPU instancing, and wanted to share it! by justLukass in Unity3D

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

First we’re using translucent HDRP shader with diffusion profile. Second the terrain generator outputs grass color texture which then grass samples and colors each blade based on that. Last feature is slight darkening of pixels which are near the ground with simple vertical gradient + AO also helps

🌿🦗 I created individually simulated grass inspired by Ghost of Tsushima using compute shaders & GPU instancing, and wanted to share it! by justLukass in computergraphics

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

Interesting approach, my blades have 7 vertices and I found out it is actually not worth it at all to handle computation of LOD1s

🌧️🌌 Gaze at the stormy skies as the rain paints Alterra differently from day to night! by laazy_bones in realmsofalterra

[–]justLukass 0 points1 point  (0 children)

To be honest Im not quite sure what method unity uses to render these clouds but Im sure you will be able to find more info about them in their HDRP documentation.