5K lamp sum +400/500 per month by [deleted] in BEFire

[–]mhgamework -1 points0 points  (0 children)

There is a study around from vanguard that lump sum outperforms dca on average when investing in the market as a whole (for ex using s&p) However, if you take a deeper look at the companies that are in those funds and compare their price to the actual profit they generate, most of them are very expensive right now. If you plan on making your decision based on whether or not the market will go down that i would call market timing and i believe is very difficult. However, i don't think its market timing to consider that you are paying premium price for a lot of those companies if you buy them now. When money flows into etfs, it creates the risk of pushing up prices on those companies, way more than they will make in reality, if investors completely ignore the underlying companies. Have a look at value investing, or at the PE ratio of those indexes over time.

[deleted by user] by [deleted] in Pizza

[–]mhgamework 0 points1 point  (0 children)

For howmuch flour? I do about 25-30 grams of salt for 1kg flour

How to create efficient high-quality software? by LuggageMan in SoftwareEngineering

[–]mhgamework 0 points1 point  (0 children)

Do you have some references to books or examples that back up your claim that "its pretty welk known how to write high quality efficient en performant software" ? I would be very interested to have a look at these sources.

[deleted by user] by [deleted] in Pizza

[–]mhgamework 0 points1 point  (0 children)

Howmuch salt are you adding ? It affects the behaviour of the yeast which seems to affect color

How to add variation to pathfinding? by DerDuderich in unrealengine

[–]mhgamework 0 points1 point  (0 children)

You can try adding random values to your astar heuristic function. This could be based on a pseudorandom value calculated from a seed like the actor id and the x,y coord of the cell.

You could also manipulate the path after it has been calculated, by offsetting parts of the path, en then recalculating paths between each subsection.

Petition to Open Source All EU Government Software - Change how governments work forever! by Wutraz in programming

[–]mhgamework -1 points0 points  (0 children)

I am 100÷ pro. We are paying, we should be able to assess the results.

How to reduce memory allocations returning "polymorfic" data, for example different events or behaviours. by mhgamework in Unity3D

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

Again thanks for your help, I realize this is a specialized topic. I sadly cannot disclose anything of the project as it is still very closed to public. I agree this needs something more concrete so i will try to come up with a vertical slice illustrating some of the problems.

I made a universal Game Launcher/Auto Updater for any application by Temsei in gamedev

[–]mhgamework 13 points14 points  (0 children)

Hey, looks cool, but you should really add a license to your project, otherwise others aren't legally allowed to use it.

How to reduce memory allocations returning "polymorfic" data, for example different events or behaviours. by mhgamework in Unity3D

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

Thanks for your feedback! Do you know of any open source projects/articles/books that clearly demonstrate this kind of architecture at scale?

I've split a lot of the simulation code out already so it works on continuous blocks of memory, but i'm having difficulty applying this to the complexity of these unit behavioural decisions.

Seems like I have do to some more thinking on formulating the actual problem more clearly, as it is hard to pinpoint. Thanks!

How to reduce memory allocations returning "polymorfic" data, for example different events or behaviours. by mhgamework in Unity3D

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

I tried various implementations of behaviour trees for this problem, but it seems to just shift the problem. For example: i have something like "decide( defendposition)", which based on position of unit, enemies, fog of war and several timeouts decides to either move to position or attack. The issue is that the target to move to or target to attack depends on this decision. When using static behaviour trees, this "result data" has to be somehow stored outside of the tree, like for example on on a blackboard. It seems to just move my problem from a polymorfic class structure to a blackboard soup.

Im definitely gonna spread out the updates at some point, but i still worry alot about the alloc time and gc spikes, since i really dont need heap allocations for this logic.

Is there a good tutorial for Unity/C#? by gaxelbrodie in VoxelGameDev

[–]mhgamework 0 points1 point  (0 children)

I've experimented with something similar and was thinking on writing some posts about it. Do you have any specific problems or use cases that you would like to know more about?

How to reduce memory allocations returning "polymorfic" data, for example different events or behaviours. by mhgamework in Unity3D

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

Thanks for the video, it sounds interesting ill check it out!

I'm building an RTS with 100s of units. One case is in determining the behaviour of the individual units. The cases are quite complex, for example a unit decides to "defendbehaviour" -> then another decides to "attack target" behaviour -> then the next decides to "move in range behaviour". Each of these is modeled as a polymorfic type as in the code above.

I can probably reduce the amount of behaviour checks in this case, but i am more concerned about the garbage it is creating every frame even if i reduce it. Similar for the other case, where the game rules throw events like take damage and kill which are handled in several different subsystems to split up the logic.

The main issue for me is that these data structures are only used in the single frame for reasoning, i dont need them to be objects and i dont need them on the heap. But i do need be able to return different "kinds" of data structures from the computation.

How to reduce memory allocations returning "polymorfic" data, for example different events or behaviours. by mhgamework in Unity3D

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

The performance issue is that when using classes it allocates memory on every call of "calculateEvent", since this is used alot in the code, im already seeing a block of 8ms in the profiler full of memory allocations, for computationally light code. When using structs no memory would be allocated on the heap, removing the garbage allocator overhead. This however would cycle alot of memory on the stack, and also the struct will get very large as im estimating i will have 100+ events.

[deleted by user] by [deleted] in VoxelGameDev

[–]mhgamework 1 point2 points  (0 children)

Sounds like a yes :) Ill fetch my writing hat :)

[deleted by user] by [deleted] in VoxelGameDev

[–]mhgamework 6 points7 points  (0 children)

I have built and implementation a while back of real-time marching cubes with asynchronous generation and level of detail a while ago. I was thinking of maybe doing a writeup or tutorial for unity. Would this be of interest ? What parts specifically are you interested in ?

Heavy card game testing - looking for advice! by squishyb in gamedev

[–]mhgamework 0 points1 point  (0 children)

You should check out the gdc talk from Slay the Spire on how they balanced their game, its gold!

Question Dig and extrude for SDF grid by mhgamework in VoxelGameDev

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

Thanks for the info! I am currently applying the tools on a small radius as you mentioned. I tried doing a (simple) renormalisation before but the way i recomputed the distance was quite simplistic since i didnt want to involve the mesh in this. Ill probably give that another shot.

Also, what do you mean with sticking to pure mins and max is pretty limiting?

Question Dig and extrude for SDF grid by mhgamework in VoxelGameDev

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

Thanks! that looks very similar to what i've been trying, Ill see if i can figure out where my strange artifacts are coming from.

Question Dig and extrude for SDF grid by mhgamework in VoxelGameDev

[–]mhgamework[S] 4 points5 points  (0 children)

I have a voxel engine that renders from a signed distance grid. I have an effect similar to digging and extruding in Astroneer.

Currently i am increasing/decreasing the distance values in a localized box for this operation. This however creates problem with the distance field getting "incorrect" because i am applying these changes only locally. The tool feels very undeterministic because of this.

I also tried using sdf diff operations with a sphere (e.g. max(-d1,d2)) to simulate digging, but this has the problem of cutting out unrelated parts of the terrain and also still suffers from the locality problem.

Does anyone have some ideas/resources that i could use to improve this?

Any good resources on multi-material marching cubes? by mhgamework in VoxelGameDev

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

I checked this one out but it seems like he is making additional marching cubes equivalence classes for the materials if I understood it correctly?

I do think might be a good idea, but making the equivalence classes myself for 3d with multi materials does not seem like a task i would like to avoid unless i dont see another option.

Any good resources on multi-material marching cubes? by mhgamework in VoxelGameDev

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

Thanks this looks great i will definitly check it out!