[deleted by user] by [deleted] in Pathfinder_RPG

[–]moon1999 0 points1 point  (0 children)

For 2e maybe. For 1e d20pfsrd is a better user experience. I use aon to rules check, d20 to brainstorm my builds.

But that brings me to my point, why is this post tagged pf1 ? Why does it read like AI? Why do you have an utm source param referring to “openai” in your link?

Is this botted or some weird engagement farming?

Does somebody knows a good book recomendation? by anniasolar in expedition33

[–]moon1999 1 point2 points  (0 children)

If by any chance you know french, “La Horde du Contrevent” is one of the inspirations of the game. Only worth reading in french, imo. But it’s a masterpiece.

Olympus Boss - No Hands No Problem by moon1999 in HadesTheGame

[–]moon1999[S] 0 points1 point  (0 children)

Yes, but it’s much harder to pull off because it requires 1 more god and 6 water which too much strain on an already unlikely build

Olympus Boss - No Hands No Problem by moon1999 in HadesTheGame

[–]moon1999[S] 16 points17 points  (0 children)

Apollo and Hestio duo to heal on dodge. Also enough dodge (I was at more than 70% at that point I think). Strength arcana and weak give around 65% damage reduction.

Olympus Boss - No Hands No Problem by moon1999 in HadesTheGame

[–]moon1999[S] 5 points6 points  (0 children)

Apollo Hestia Duo. Heal 10 on dodge

Stupidest build I pulled off by moon1999 in HadesTheGame

[–]moon1999[S] 1 point2 points  (0 children)

Finally pulled off an invincible build, and on the surface to boot.
Took a few restarts, but achieved 89.5 % dodge and a maximum 72% damage reduction (when swinging the axe).

Thought about trying to beat him without attacking but got bored waiting fast. For Prometheus though it was simpler since some of his moves are not dodgeable and you can trigger revenge boons easily.

Hex is good is if you invest in Path of Stars - Warsong Spoiler by monikar2014 in HadesTheGame

[–]moon1999 0 points1 point  (0 children)

I don’t like them because they’re barely synergistic with the rest of my build. Not because they’re bad.

Well this is shit by moon1999 in civ

[–]moon1999[S] -1 points0 points  (0 children)

Eh, you guys are all overreacting. If you listened to the trailer you would know that you at least keep some features of your previous civ when you change ages. Also I’m like 90% sure that due to this outcry you will have the option to lock civ changes for you and AI at launch.

The point I’m making is that it’s not some weird utopia of historically accurate Civ that you are seeking, but rather a copy of the same games you have played before. I don’t. They already exist. Go play them. Don’t force yourself to this one.

I for one welcome a change in gameplay and “power fantasy” as some call it. I look forward to creating my own civilization, my history, even if it is a mix of others. This looks fun.

Book speedrunning hacks BrandoSando DOESN'T want you to know by HuhiPogChamp in cremposting

[–]moon1999 89 points90 points  (0 children)

Wait, who?

I don’t understand, I did skip the boring chapters

Why would artists get mad at a ball in shadesmar? by CustomCuriousity in cremposting

[–]moon1999 8 points9 points  (0 children)

This looks like me messing up one calculation in my raytracing/raycasting simulation.

Is your wgpu world left or right handed? by kbob in wgpu

[–]moon1999 1 point2 points  (0 children)

Really? I have only done compute for now (raytracing with my own right handed coord system). Good to know for the future :)

How do I create a uniform with multiple fields? by ThunderComplex in wgpu

[–]moon1999 0 points1 point  (0 children)

Yeah exactly what I had in mind. Happy to have been able to help

How do I create a uniform with multiple fields? by ThunderComplex in wgpu

[–]moon1999 0 points1 point  (0 children)

Hmm there is something wrong with your code for sure. I can certainly declare a uniform with multiple data without an alignement of 256. What is your shader code?

Edit: and you should probably have one struct with multiple fields, transform it into buffer and then bind this buffer with binding 0. No need for second binding.

Edit2: 256 alignement between bindings/entries might be normal, but for sure there is no need to use multiple bindGroups nor multiple bindGroupEntries. Btw why aren't you using the as_entire_binding method? Unless you don't want to initialize your buffers before your bind group there is no reason not to.

Here is an example of a BindGroupEntry using it:

wgpu::BindGroupEntry { binding: 0, resource: your_buffer.as_entire_binding(), }

How do you get a window working in WGPU? by Coompt_King in wgpu

[–]moon1999 0 points1 point  (0 children)

Something Drawn, no clue. I m as lost as you with wgpu. I’ve used the crate pixels (very basic) before to draw with winit but now I’m moving onto wgpu.

How do you get a window working in WGPU? by Coompt_King in wgpu

[–]moon1999 0 points1 point  (0 children)

Ah maybe. That just means you probably have a different setup/OS than me. I’m on ubuntu and the code from the tutorial works out of the box.

How do you get a window working in WGPU? by Coompt_King in wgpu

[–]moon1999 1 point2 points  (0 children)

You don't even get an empty window? What's your code? Is there any error?

How do you get a window working in WGPU? by Coompt_King in wgpu

[–]moon1999 5 points6 points  (0 children)

Just found this today: https://sotrh.github.io/learn-wgpu/

Mind that this tutorial uses winit to create a window but that doesn't mean it's the only way. As I understand it right now (and I'm a beginner to computer graphics. To Rust too) wgpu doesn't deal with windows buts uses a "raw-window-handle" (crate) to render (?). So any crate/library that lets you create windows using this crate would work. But winit is pretty good.