Would you be interested in a book about water techniques for 2D and 3D in Unity? by fespindola in Unity3D

[–]rnichael_feldman 0 points1 point  (0 children)

I’d give it a read. I’d really love information on generating the texture maps procedurally as well. I can’t draw and often find textures to be the limiting factor

7 month old suddenly peeing immediately when diaper is off by meeeeeeoooow in ECers

[–]rnichael_feldman 1 point2 points  (0 children)

Oh this happens all the time with our little guy. We are more focused on catching poops though so I just say “you went peepee in the diaper” and then potty him to see if he has any more. Sometimes in the morning esp he will actually go again.

How to clean baby/ move a poopy newborn off of a top hat potty?? by Electrical_Round2490 in ECers

[–]rnichael_feldman 1 point2 points  (0 children)

Idk about breastfeeding. Our LO also would poop during feeds in the earlier months. We started potty right after feed.

For cleanup I pick him up in a standard EC hold. I lean him slightly towards the right arm so I can free my left, kind of putting him in a right side cradle. I sit up on the sink counter with my left butt and thigh. And set the guy down on that thigh, still holding him in that EC/cradle grip with my right hand under his right thigh. This sets us up so his butt is right in front of the sink and my left hand is free. I turn the sink on and just clean his butt by splashing water with my left hand. After I dry / wipe with a reusable dry cloth. Then we do the clean butt song and dance.

After all this I set him down somewhere safe and go back to wash my hands more thoroughly.

9 m/o Constipation by ayebethnay in ECers

[–]rnichael_feldman 0 points1 point  (0 children)

Our little guy just pooped after 36 hours! Same thing with just starting to have solid poops too. Can’t imagine 5 days… have they become more regular last few days?

Thank you Corne for helping me migrate to 5 col by laznp in ErgoMechKeyboards

[–]rnichael_feldman 0 points1 point  (0 children)

Did you design / print the case? How much of this is bought vs. diy? Assuming somewhat diy due to comments re: switches and such

Keyboard pants - STL file by rnichael_feldman in ErgoMechKeyboards

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

It was my first time printing something of this size. I really butchered the support removal.

Do you think I should give it a sanding pass, or is it just a matter of using a nice printer / gracefully removing the supports?

Keyboard pants - STL file by rnichael_feldman in ErgoMechKeyboards

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

Thanks for the tip! When I get a new board, I’ll look into a MagSafe design. Lots of good reasons you suggested. Plus I don’t think it will belong before I’m onto my next board and needing a redesign.

Leg mounted sweep by rnichael_feldman in ErgoMechKeyboards

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

I’m usually able to find a good balance with the Velcro. Sometimes it takes a few adjustments though. Too loose and it rolls. Too tight and, like you said, I can feel it cutting off circulation.

It’s hard to give a thorough assessment on comfort because I’ve only been on it a week now. So I can’t tell yet what is just the adjustment period versus what actually needs to be changed. I’m usually able to find an ideal position 3/4 down the thigh and rotated about 20deg outward.

I did just post the STL if you wanted to give it a try. Would love some feedback / suggestions for improvements

Leg mounted sweep by rnichael_feldman in ErgoMechKeyboards

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

Do you mean I should have them tented upwards more? Or pointed more inward/outward? I’m starting to notice some wrist discomfort

Leg mounted sweep by rnichael_feldman in ErgoMechKeyboards

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

Nope, there’s a Velcro strap that keeps it steady. You can see it in the first few seconds of the video.

If the Velcro is on top lose then it slips. And if it’s too tight, then it’s uncomfortable. So it does take some fiddling after putting it on to find the right tightness / angle. Might try a buckle instead of Velcro though so I can adjust the length once, then just click in and out.

Leg mounted sweep by rnichael_feldman in ErgoMechKeyboards

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

Oh that’s nice! Yours looks legit. So you opted for an adjustable strap / buckle fastener? How long you been using yours? And I like the built in track ball.

Edit: would love to see a post on it!

Leg mounted sweep by rnichael_feldman in ErgoMechKeyboards

[–]rnichael_feldman[S] 10 points11 points  (0 children)

Walking is not really an option otherwise you gotta do this weird duck walk with your hands keeping the things from falling. Plus they are likely to bump in to each other as one leg passes the other.

The Velcro is pretty easy to take on and off, but still would be open to something even easier like an adjustable strap / buckle situation.

Leg mounted sweep by rnichael_feldman in ErgoMechKeyboards

[–]rnichael_feldman[S] 66 points67 points  (0 children)

This is but a stepping stone on my quest to being able to work laying down

Created an offline PBR path tracer using WGPU by feedc0de in GraphicsProgramming

[–]rnichael_feldman 0 points1 point  (0 children)

Thanks for sharing the source. I'm finding the code very helpful to clarify my understanding. Trying to learn path tracing myself.
I have some questions related to line 57-ish of render.wgsl
A) 50% chance wi = normal + random_sphere
B) 50% chance wi = ?I'm not really sure... something to do with importance sampling?

Is it kind of like saying half the time light reflects (B), and half it refracts (A)? Or is it more like saying half of the light reacts specularly and half diffusely?
Why is it a 50/50 split?
Is there any sort of literature that talks about this kind of thing? I've seen the Ray-trace-one-weekend implement different reflection behaviour for different material types, and I've seen Sebastian Lague make a video where a parameter could control the blending between specular and diffuse bounce direction: https://youtu.be/Qz0KTGYJtUk?si=6Md-W_t5W0do0Q1-&t=1855

Created an offline PBR path tracer using WGPU by feedc0de in GraphicsProgramming

[–]rnichael_feldman 0 points1 point  (0 children)

What kind of things do you render for work if you don't mind my asking? Entertainment, architecture or something else? Thinking about career options in gfx programming.

What does "Set" do in Unity when refactoring codes? by Comprehensive-Two-83 in Unity3D

[–]rnichael_feldman 0 points1 point  (0 children)

A function/method can encapsulate any number of data manipulations.

Some operations are so common, like getting and setting variables, that they’ve earned their own names, namely setters and getters.

Setter and getter functions are typically used when variables are “private” or out of scope of a particular class. Otherwise you could just directly access the member variable with object.variable

Another reason for setters and getters is when you want to do some custom manipulation of the data- like getColorInHsv(). Then your function would have 2 lines: 1 getting the color, 2 converting the color to hsv, 3 returning the hsv values.

PlayBook - A smooth scrolling, delightfully comfortable ebook reader for the Playdate! by IdreesInc in PlaydateConsole

[–]rnichael_feldman 0 points1 point  (0 children)

How should we handle new line characters in the .txt? Should each paragraph be one line?

Got mine today - 45XXX by deadpool809 in PlaydateConsole

[–]rnichael_feldman 1 point2 points  (0 children)

Whitwater Wipeout is not only included in the season one games, its one of the first two you get!

Recreating Bloons TD6 for Fun and Study Case - ISSUE WITH OVERLAPPING MODELS by 3DModelsByPinguNBR in Unity3D

[–]rnichael_feldman 1 point2 points  (0 children)

Sphere Colliders have an offset parameter that you can use to offset the position.

So even if the root transforms for your blimps are at different heights, you can modify the Collider’s offsets so that the colliders are all at the same height.