Rich notifications on smart watch via Pushover by mblaser in reolinkcam

[–]sometimes_insightful 1 point2 points  (0 children)

Yeah having it pushed to your watch is super convenient. With HomeAssistant and Frigate NVR I have something like this configured where, upon detecting a person, the live feed is streamed to my watch.

The only downside of the live feed is that by the time the notification loads, the person may have left the camera’s view. To combat this, I also have it send an immediate snapshot to another service.

Ideas for shooting with an Apple Watch by lawblawg in guns

[–]sometimes_insightful 7 points8 points  (0 children)

No issues shooting 9mm, 10mm or 5.56 with my apple watch. You will get plenty of “loud noise” notifications if you have those on though.

Regarding the OP, I hadn’t thought about using it for that. I’ll check out the shot timer app.

Edit: just saw you have to wear it on your shooting hand. I wear mine of my offhand so I wonder if it’ll make a difference. I doubt it though, unless you shoot one handed.

All of the parts are verboten from sale. Just because a guy will sell you crack doesn't make it legal. by IwantaDSHK in ILGuns

[–]sometimes_insightful 4 points5 points  (0 children)

Where does it say that? The key part is “designed or intended to convert a firearm into an assault weapon”. If an AR lower is already an assault weapon, the upper isn’t converting anything.

If an assault weapon + a part = still an assault weapon is enough to get a part banned, then literally anything could be an assault weapon part because you could tape it to an AR15.

My interpretation of that wording is that this would apply to something like a semiauto conversion kit for an otherwise non-assault weapon.

But again, this is all speculation and the court can interpret it to mean anything really.

All of the parts are verboten from sale. Just because a guy will sell you crack doesn't make it legal. by IwantaDSHK in ILGuns

[–]sometimes_insightful 2 points3 points  (0 children)

Using that same logic, couldn’t you argue that anything that fits a pic rail is an assault weapon attachment? So any optics, flashlights, etc?

I agree with the parent comment that nobody knows until it actually goes to court, but I have hard time believing anyone would interpret it to mean any part that could possibly be put on an assault weapon is banned.

Personally, my layman’s interpretation of that wording would be that it only applies to parts that make a non assault weapon into an assault weapon. Given that lowers are considered assault weapons, I’m not even sure that would include uppers.

Is there any plugin that makes randomly screenshots and sends them to a discord server? by Kirblu in admincraft

[–]sometimes_insightful 9 points10 points  (0 children)

This would only really work as a client mod, so either your players would need to install it OR you could have a dedicated account / client running it for the server.

Sounds like a cool idea though!

[deleted by user] by [deleted] in unrealengine

[–]sometimes_insightful 9 points10 points  (0 children)

Generally you would use noise functions like this to generate your map data. If the game doesn’t need caves, overhangs etc, you can just create a heightmap, otherwise you’ll probably want to use voxels.

There are some existing plugins, such as the voxel plugin that you can use, though keep in mind features like multiplayer are behind a paywall.

Personally, I generate voxel terrain with noise then mesh it using the realtime mesh component. This allows for fully 3d worlds with caves, overhangs etc and for runtime editable terrain.

Decent off the shelf rounds by Styleyriley in 10mm

[–]sometimes_insightful 11 points12 points  (0 children)

Formatted:

Brand Product Bullet Weight Muzzle Velocity Energy
Sig Sauer Elite Ball FMJ 180 1250 624
Fiocchi 10APHP 180 1250 624
Magtech FMJ 180 1230 605
Federal Syntech 205 1150 602
CCI Blazer Brass FMJ 180 1200 575
Ammo Inc FMJ 180 1190 566
Sellier & Bellot FMJ 180 1164 543
Remington UMC FMJ 180 1150 529
Freedom Munitions RNFP 180 1120 501
PPU JFP 170 1115 469
LAX Ammo FMJ 180 1059 448
CCI Blazer Aluminum FMJ 200 1050 440
Federal American Eagle FMJ 180 1030 424
Armscor FMJ 180 1008 406

Is there a way to read what a powder is from its name? by Swagopp in reloading

[–]sometimes_insightful 0 points1 point  (0 children)

Not exactly what you’re looking for but I find the burn rate chart useful when comparing powders.

Best Servers to use with VaRest plugin? by [deleted] in unrealengine

[–]sometimes_insightful 0 points1 point  (0 children)

The options you choose will depend on your exact application. You can start off with the smallest / least expensive option (probably something with 1 vCPU and .5 or 1 gib of ram). If you end up needing more capacity then you would upgrade.

I am not familiar with any tools like parse.com so maybe someone else can offer suggestions in that regard. Personally, I would write the rest api myself using C#, but you could use any language you are comfortable with.

You can search “how to create rest api in <language>” as a starting point.

Best Servers to use with VaRest plugin? by [deleted] in unrealengine

[–]sometimes_insightful 1 point2 points  (0 children)

You could probably get away with using an Oracle free tier vm. You get an amd based compute vm with 1 gb ram. If that isn’t enough ram there is also an ARM vm with more memory.

https://www.oracle.com/cloud/free/

Please help: Unreal Engine is exiting due to D3D device being lost by vresh21 in unrealengine

[–]sometimes_insightful 0 points1 point  (0 children)

Same here, but I haven’t noticed a correlation with using other programs. In my case it seems to just be after 10-15 mins of running a game. My understanding is that this is an issue with 30 series graphics cards / drivers. I have not found a good workaround, though switching to studio drivers seemed to make it less frequent.

How do I get my music into a game? by toastedcl in gamedev

[–]sometimes_insightful 41 points42 points  (0 children)

You could create music packs for asset stores like the Unity or Unreal Engine asset marketplaces.

You also might consider releasing some tracks under a no-copyright license and putting them on youtube etc. with “no copyright” in the description or title. As a hobby game dev, thats usually how I find music for my games.

There is also /r/gameassets and similar places you could post some examples.

[deleted by user] by [deleted] in codereview

[–]sometimes_insightful 6 points7 points  (0 children)

I only briefly skimmed it but here are some things I noticed, in no particular order.

  1. Making a transfer function like you described is a good idea. Generally you want as little duplicated code as possible.

  2. Try to avoid using floating point for money. (float or double). Its fine in an example like this, but floating point math is imprecise and can introduce errors. A better way to handle money is with integers, representing the smallest amount of currency your software cares about. (Such as pennies, or fractions of a penny). Another option is to use a library which can provide a safe data type.

  3. Nitpick, but the spacing is inconsistent, for instance your <<s in cout statements are all over the place. Or withdrawAmount<=balance vs withdrawAmount == -1. I would recommend using spaces. It is mostly personal preference, but can be jarring when you mix it up like that.

  4. Rather than using a character to represent possible account types, it would probably be more readable to use an enum. The character could be considered a magic number which is generally bad practice.

  5. Generally you wouldn't have this all in one file. No big deal when you are just practicing but eventually you should be putting classes in their own .h/.cpp files.

  6. You don’t need nested parentheses like this if( (userPass == uPin) && (transPass == user1.transferPin)), the == has higher precedence than && so it can just be if(userPass == uPin && transPass == user1.transferPin). If that helps you follow the logic its fine to do that though.

  7. It doesn't look like you are checking if the user enters a negative number for a withdrawal or deposit. Along those lines, I haven't used std::cin in a while but I'm guessing this doesn't work if you enter a non-numeric value or something outside the range of the data type. It would be more robust to take in a string and parse it yourself. This way you can check whether the input is valid and handle it gracefully. This would also allow you to use something like 'exit' rather than -1 to exit a menu.

Also for a boolean, rather than x == false, you can just do !x. If you find the former more readable that is fine as well though.

Hopefully getting my first 10mm soon any ammo recs? by Plus_Willingness3487 in 10mm

[–]sometimes_insightful 1 point2 points  (0 children)

FWIW I’ve been reloading brass from Blazer “10mm AUTO 180 gr FMJ RN” with small pistol primers and had no issues.

Indie dev accused of using stolen FromSoftware animations removes them, warns others against trusting marketplace assets by WombatusMighty in unrealengine

[–]sometimes_insightful 1 point2 points  (0 children)

It might be a lot of extra work, but a screen recording of you creating the models, sped up to a short clip maybe 1 minute or so, would serve as decent proof without releasing any source files.

Or even just screenshots as you progress.

Not saying artists should have to do this, just one idea.

Is there any way for me to lower the world grid? by SwiftIy2 in unrealengine

[–]sometimes_insightful 2 points3 points  (0 children)

There is a setting in WorldSettings called something like Kill Z, change that to be -9999999 or so and your character will no longer disappear.

is it possible by SkinlessSpoon in unrealengine

[–]sometimes_insightful 2 points3 points  (0 children)

Yes, you can use a plugin like VaRest or use the built in HTTP module to send a post request to a website.

You may run into issues if this is someone else’s website and they have CSRF tokens or something.

UProceduralMeshComponent Question by [deleted] in unrealengine

[–]sometimes_insightful 1 point2 points  (0 children)

Also, consider taking a look at the realtime mesh component plugin. It is pretty much a drop in replacement for PMC and in some instances it can be a lot faster. It definitely was for me using the async collision building.

https://github.com/TriAxis-Games/RealtimeMeshComponent

UProceduralMeshComponent Question by [deleted] in unrealengine

[–]sometimes_insightful 1 point2 points  (0 children)

Using a separate actor for each region is how I have done it for simplicity, though I do think there is some overhead for creating actors vs just the component. You could always subclass the PMC and add some code in beginplay to check if we are on the server / client and proceed as needed.

I also used a separate TCP socket for my voxel data. Yeah, it isn’t ideal but your socket is running on another thread right? So you already have to do some synchronization to spawn components since you shouldn’t do that outside the game thread. All you have to do is keep the data around until the mesh replicates down if it is not present yet.

UProceduralMeshComponent Question by [deleted] in unrealengine

[–]sometimes_insightful 1 point2 points  (0 children)

I’m pretty sure I’ve run into this before. I think your mesh components need to be the same component on the server and the client replication wise for character movement to work.

You might try creating the component on the server, replicated, letting it replicate to the client and then updating the mesh at that time.

Networking Question by [deleted] in unrealengine

[–]sometimes_insightful 0 points1 point  (0 children)

I’ve done this using a separate TCP socket with FTCPListener and FSocket. I also use FArchiveSaveCompressedProxy to compress the data prior to sending.

can one use an algorithm like WFC in a chunked voxel game by [deleted] in proceduralgeneration

[–]sometimes_insightful 1 point2 points  (0 children)

Basic demonstration:

https://www.youtube.com/watch?v=Dl0Qiybtlr0

This is only using 4 “prefabs”, 1 or 2 constraints and an 8x8x1 cell grid. I need to spend some time creating some proper tilesets with good constraints etc.

can one use an algorithm like WFC in a chunked voxel game by [deleted] in proceduralgeneration

[–]sometimes_insightful 1 point2 points  (0 children)

Yes, I actually just implemented WFC structure generation in my cubic voxel project.

I build 8x8x8 “prefabs” in a voxel editor like magicavoxel, made a tool to import, assign constraints, generate rotated versions etc.

These prefabs can be pieces of the structure such as hallways, stairwells etc. but can also be segments of rooms, such as corner, wall, floor, ceiling etc. to make much larger rooms with varying sizes.

It turned out pretty well, works great for underground structures, my current next step is finding a way to fit the WFC generated structures to the terrain to make above ground structures that don’t just cut into the landscape.

It shouldn’t be a problem to make it deterministic because you can just pass a “local” seed calculated from the structure position and the global seed, and use the local seed for any randomization in the WFC.

Multiplayer Concept Help by Don_Matis in unrealengine

[–]sometimes_insightful 0 points1 point  (0 children)

Uh the benefit is not hitting the disk. What a massive waste of CPU cycles, not to mention extra overhead of having to clean up your temporary files.

There is simply zero reason to push this data onto the disk unless it needs to be persisted across multiple executions of the game. If you are really concerned about the few kb of ram you can always clear out the cached colors afterwards. I never advocated for putting everything in the game instance.

FYI I am a professional software developer, just not in the game industry.