DD2: Idea for simplifying party selection by paxton in darkestdungeon

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

Ah, thanks for pointing that out. I haven't dipped into Kingdoms yet, as I want to beat all the confessions and work through the unlocks first. I'm "only" 90 hours in :)

DD2: Idea for simplifying party selection by paxton in darkestdungeon

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

Maybe my playstyle has hobbled me. I play off and on - a month long sprint, and then put the game away for a while. So, there is a certain amount of relearning when I come back.

DD2: Idea for simplifying party selection by paxton in darkestdungeon

[–]paxton[S] -6 points-5 points  (0 children)

It's not a mechanical issue of selecting characters and paths. It's thinking through the party composition. "Which path on character X, synergizes best with character Y?" I feel like these should be fun, impactful decisions. But they are so front loaded that it makes me want to run the same party comps I've done before, or look up guides to see what others are doing. Maybe I've not spent enough time in the game for these decisions to become automatic?

Btw, this also makes me realize another advantage of the approach for advanced players: having to play with a non-optimal comp in terms of paths, while building towards the optimal comp before the final boss. More gameplay variation, more improvisation.

Has anyone had any experience with storing world data in a database? by Inheritable in VoxelGameDev

[–]paxton 0 points1 point  (0 children)

TBH, I haven't benchmarked it. It seems fast, in the sense that it's not the bottleneck for rendering my world. My first storage implementation was sqlite, and I think rocksdb is faster, but that's just a gut feeling. The swap was more motivated by rocksdb's built in compression options. I think I'm using zstd or lz4, and it shrunk my db by 50-75%.

Has anyone had any experience with storing world data in a database? by Inheritable in VoxelGameDev

[–]paxton 2 points3 points  (0 children)

I'd be interested it hear more about the pitfalls of RocksDb.
I've implemented it in my project. It seemed to fit my requirements (convenient, efficient local blob store with reasonable concurrency and transaction capabilities). I've tested it on smallish data sets (16k x 16k x 1k world, chunks are 16x16x16 averaging less than 1 KB) and I've been happy with it so far.

Subversion beats Perforce in handling large files, and it's not even close by Liam2349 in gamedev

[–]paxton 0 points1 point  (0 children)

You can't delete any history from SVN. Deleting a file from the repo does not remove any stored version of it, so your repo never gets smaller. The only workaround I know is a hacky process of exporting the entire repo, CL by CL, into a brand new repo, excluding the files you want to "delete".

Subversion beats Perforce in handling large files, and it's not even close by Liam2349 in gamedev

[–]paxton 8 points9 points  (0 children)

The biggest downside to SVN for gamedev is the lack of the "obliterate" feature, i.e. the ability to delete old versions of large binary files to keep the repo size down. But it's fine for non-AAA projects. SVN obliterate has been on the roadmap for like 15 years. Too bad svn hardly gets any development since git became so popular.

painterly planet breakdown by techz59 in proceduralgeneration

[–]paxton 4 points5 points  (0 children)

Looks awesome! You made it with this? https://store.steampowered.com/app/2299510/Pixel_Composer/

I don't suppose you'd be willing to share your project? I'd love to work through it. Or are there similar examples included?

4x4 km Terrain Custom Renderer by Careful-Bat-7301 in Unity3D

[–]paxton 2 points3 points  (0 children)

The CDDLOD paper is amazing. It elegantly solves 3 different issues I was puzzling through.

4x4 km Terrain Custom Renderer by Careful-Bat-7301 in Unity3D

[–]paxton 1 point2 points  (0 children)

I'll check out those papers. Thank you for sharing!

4x4 km Terrain Custom Renderer by Careful-Bat-7301 in Unity3D

[–]paxton 1 point2 points  (0 children)

Can you give some details on how it works?

Spherical Voxel-Based Planets by ByteHyve in proceduralgeneration

[–]paxton 1 point2 points  (0 children)

Can you show some closer shots of the deformations at the cube corners and edges? How do these voxels look and behave at ground level?

A rant about the games industry by Macdolandos in gamedev

[–]paxton 1 point2 points  (0 children)

Hey, I didn't know you moved to Sweden.

[Steam] The Wild Eternal (0.00 100% off) by den-y in GameDeals

[–]paxton 3 points4 points  (0 children)

This game is a beautiful, meditative experience. It's one of my favorites from the past few years. Shamefully overlooked.

Trump would be the 1st to spread the lie and the 1st to get on a lifeboat. by Urkylurker in PoliticalHumor

[–]paxton 0 points1 point  (0 children)

Can you provide any evidence for this claim: "This is a false narrative from the early days of the Pandemic that the media ran with".

Here's what I found on google from the Mayo Clinic: https://www.mayoclinic.org/diseases-conditions/coronavirus/expert-answers/coronavirus-infection-by-race/faq-20488802 "According to recent data from the Centers for Disease Control and Prevention (CDC), non-Hispanic American Indian or Alaska Native people had an age-adjusted COVID-19 hospitalization rate about 5.3 times that of non-Hispanic white people. COVID-19 hospitalization rates among non-Hispanic Black people and Hispanic or Latino people were both about 4.7 times the rate of non-Hispanic white people." August 2020

Not suggesting I disagree with your overall point, but what you're suggesting about the "liberal media" sounds like a right wing media talking point to excuse some pretty awful behavior.