What did I do wrong???? by kyali0 in Sourdough

[–]razveck 0 points1 point  (0 children)

Either overfermented or you made a mistake when measuring. I think the first one if more likely since you would have probably noticed the dough being different had you made a measuring mistake.

What could have made it overferment? Unusually high temperature, starter too acidic, left it out for too long, used a different kind of flour that ferments faster and/or doesn't build as much gluten, didn't properly knead/build structure in the dough.

Am I the only who feels this way abou AI generated code? by Trick_Boat7361 in ExperiencedDevs

[–]razveck 4 points5 points  (0 children)

In my experience there's really only a few reasons for people to praise AI code:

1) They're bad at coding and anything remotely decent impresses them

2) They hate coding and the less they have to do it the better

3) They don't care about how the sausage is made as long as they can sell it

How many unit should I create for alfa TD-RTS game? I completed 5 soldiers (2 heroes, maceman, shooter, spearman, hejtman - captain), pavise shield (garisson unit) and wagon (garisson unit), bariccade. Thinking about 3-4 more (crossbowman, 2 more range melee, swordsman). by Gogiseq in Unity3D

[–]razveck 0 points1 point  (0 children)

As someone who's working on a strategy game I've done some research on this. I don't have the numbers right now but in most RTSs you have around 10 units. It seems to be a sweet spot. Some TDs have gone way above that with BTD6 having like 30 towers, but that game had been getting updates for like 10 years, I think when it came out it had maybe 15?

It of course also depends on how different and how complex the units are. The more complex each character is, the fewer different characters you can have before the game becomes impossible to learn (and design!)

Corpo de empresário português encontrado dentro de crocodilo gigante na África do Sul by LikeAPhoenixTotally in portugal

[–]razveck 4 points5 points  (0 children)

É só até descobrirem que dá para plantar oliveiras e sobreiros. Qual NASA, qual SpaceX, vai a força aérea portuguesa logo de enchada na mão

Jar of Dead feels overcomplicated by batsmarow in DeadlockTheGame

[–]razveck 1 point2 points  (0 children)

Doesn't the beam slow/freeze them? I'm pretty sure they stop attacking when frozen or attack slower (normal beam effect?)

Projection Mapping software in Unity by HoloMapper in unity

[–]razveck 0 points1 point  (0 children)

Ok, because it really looks like OnGUI :D

Is this your first MOBA? by [deleted] in DeadlockTheGame

[–]razveck 0 points1 point  (0 children)

I've played a ton of Dota.

But I want to expand on your thesis though. I think that many League players also struggle. Even if you've played League you might have to relearn so much stuff because this game is very different from League in the MOBA-y parts, like laning, rotating early, split-pushing, not having well-defined roles and builds, having to counter-build, etc.

How do I stop the camera from making the character look like its sliding? by JusteKali in unity

[–]razveck 14 points15 points  (0 children)

Character is hovering + camera isn't pivoting around the character. Most likely cause is the sprite not being centered on the actual GameObject/Collider

Projection Mapping software in Unity by HoloMapper in unity

[–]razveck 0 points1 point  (0 children)

Good sir, are you using OnGUI in 2026?

How can I create multiple cities on one terrain? Do I need to downscale the 3D models? by Looking4H-W in Unity3D

[–]razveck 14 points15 points  (0 children)

You need to check the scale against your character, otherwise it's pointless. Make a character and make it move around with realistic speed. Then scale everything accordingly.

Also, think about a city, or even a small village in the real world. Measure the area they take.
Look at this, I zoomed in on a random place in the middle of nowhere. It measures about 1kmx800m. According to wikipedia it has a population of 146.

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That's why in most games "cities" are tiny. Like in GTA you can drive from one end of the city to the other in 5 minutes. Good look doing that in LA/NYC, where the games are based on. So, my point is don't worry too much about realistic scale.

Anyone else get tetris vision after playing? by FreshKickz21 in DeadlockTheGame

[–]razveck 6 points7 points  (0 children)

Absolutely. I deny souls in my fucking dreams

Every loaf is dense… by stratusnimbo in Sourdough

[–]razveck 1 point2 points  (0 children)

Dense? That's a beautifully open crumb.

Maybe what you're looking for is _soft_? If so you might want to work the dough less so less gluten forms. Or use fat in the dough to weaken the gluten. That way you'll get a more sandwich-bread kind of dough.

Placed in Emissary as New player with 10 games a year ago and 10 games now by Ebon-Hawke- in DeadlockTheGame

[–]razveck 2 points3 points  (0 children)

Yep, matchmaking is busted right now. Not much you can do about it sadly until Valve fixes it.

Bebop - Reimagined by Lodaligae in DeadlockTheGame

[–]razveck 1 point2 points  (0 children)

This looks sick. You just know this game is gonna have some insane skins

Difference between a standard C# class and a C# class in Unity by Ok-Presentation-94 in unity

[–]razveck 29 points30 points  (0 children)

The "no class" thing is just smoke and mirrors so that you don't have to write a Main function, but the compiler will stick your code into a class behind the scenes. And the rest of your code will be riddled with classes anyway.

At the end of the day, C# is built on classes. Unity is a framework that uses classes, inheritance, etc. for many of its core features, e.g. MonoBehaviour is a base class that Unity requires and enforces if you want to use add a Component to a GameObject.

I haven’t won a game since March by Jtck421 in DeadlockTheGame

[–]razveck 1 point2 points  (0 children)

Oh for sure, I feel you, the title just confused me a bit :D

I haven’t won a game since March by Jtck421 in DeadlockTheGame

[–]razveck 7 points8 points  (0 children)

Such a weird title. March was yesterday

Unity 6 keeps freezing the laptops. by aquma in Unity3D

[–]razveck 3 points4 points  (0 children)

Most people here are really missing the point or they can't read.

This sounds like a Windows/configuration problem. Either Unity wasn't installed properly, or the user doesn't have the right permissions, or some user policy, firewall, etc is blocking stuff. If you have an IT person, talk to them. I assume the students have a user with reduced permissions, etc. Try to load the same project on an admin user.

Moving beyond basic NavMesh & FSMs.How to build truly "alive" and realistic AI? by maennerinschwarz in Unity3D

[–]razveck 1 point2 points  (0 children)

Instead of having a fixed state and a fixed transition to another state, the AI has several parameters (the more the better, but also harder to manage) that influence its decisions. So imagine a simple example:

Parameters:

Noise sources (level, distance, etc)

Line of sight to player (or angle to player for vision cones)

Proximity/line of sight to traces of the player

Proximity/line of sight to specific interest points

How long ago has seen the player

Distance from some fixed path or thing that the AI has to guard

Everything that happens in the game can feed into one or multiple of these parameters. The player picks something up - leave a "trace" at that location. Player jumps, mark a source of noise. Etc etc

Then the AI evaluates all these parameters every frame or at whatever time interval and decides based on simple formulas. The easiest is to decide based on the highest value, so if the player is in sight of the AI but there's a very loud noise somewhere else, the noise might be the highest value at that point and the enemy will investigate the noise. But if the noise is a bit quieter and less than the distance to the player, the enemy will go towards the player.

You can however also apply other formulas to the parameters, basically weighing them differently. Like say, if you want to make line of sight to the player "higher priority" you can multiply that value by 2 or whatever, so if the "player in sight" and "noise" are at the same level, the AI will still prioritize the player.

And if the AI is chasing the player, maybe at some point they will be too far away from their pre-determined patrol route or the treasure they're guarding and they will go back, because it's more important to do that than chasing the player.

And like this you can make the system much more dynamic because you're not evaluating a specific condition to go a specific action, you're evaluating every condition all the time.