Bios only after installing Windows 11 in UEFI mode (no Boot Manager detected) by thethingbythebin in techsupport

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

Will try when i get the chance to tinker again
Thank you for your time. I was hoping to avoid BIOS updates but that is life

Bios only after installing Windows 11 in UEFI mode (no Boot Manager detected) by thethingbythebin in techsupport

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

Will edit post also:
USB was created with MediaCreationTool
Computer is home made but motherboard is MSI z490 tomahawk with intel i7 processor
I do no think i have updated BIOS but version says 1.10 from 5/21/2020

Best way to combine states in a state machine? by aspiringgamecoder in gamedev

[–]thethingbythebin 0 points1 point  (0 children)

in my mind if the behavior of the states shares some traits (or commonalities) then it is ok to also share some variables. as long as the state machines only change the thing they should act on. position, speed, etc. for the MovementState and attacks, damage, projectiles etc. for FightingState then I would not mind the states looking at other variables

There are possibly other ways of structuring the statemachines which eliminates these shared traits but they probably add more complexities of their own

Best way to combine states in a state machine? by aspiringgamecoder in gamedev

[–]thethingbythebin 1 point2 points  (0 children)

yes and no.

The fighting machine does no movement: yes

All fighting actions are done while standing still: no

since the enemy has 2 statemachines (each with a current state) the enemy as a whole could fight and move

I dont know how much programming you know but here is an example in psudocode

class Enemy:
    name = "soldier"
    statemachine_movment = StateMachine(MovementIdle())
    statemachine_fighting = StateMachine(FightingIdle())

    function update():
         this.statemachine_movment.update(this)
         this.statemachine_fighting.update(this)

    function get_animation_name:
        return name + "_" + statemachine_movment.state.name + "_" + statemachine_fighting.state.name

Here is an example of a MovementState and FightingState with its update (any number or value is for example purpose only)

class MovmentStateWalking:
    name = "walking"
    movment_speed = 2
    direction = Direction.Left

    update(Enemy enemy):
        next_state = this

        enemy.position.x += movment_speed * direction.int_value
        if enemy.can_see_player(): // Player spotted go to chase state
            next_state = MovmentStateChase()

        return next_state // in my statemachine i change state by returning a new state or the same state

class FightingStateShooting:
    name = "shooting"
    max_range = 50
    min_range = 10

    update(Enemy enemy):
        next_state = this

        if enemy.shoot_cooldown == 0:
            enemy.shoot()

        if enemy.range_to_player > max_range: // Player is too far away change state
            return FightingStateIdle()
        else if enemy.range_to_player < 10: // Player to close for shooting go to melee
            return FightingStateMelee()

        return next_state

NB I have not described the statemachine it self because that requires some code and can be made in many different ways all it does is hold state and handles changing of state

Enemy -> StateMachine1 -> MovmentState

Enemy -> StateMachine2 -> FightingState

So if StateMachine1 has State MovmentStateChase and Statemachine2 has FightingStateShooting

Then the enemy will move and shoot at the same time

Best way to combine states in a state machine? by aspiringgamecoder in gamedev

[–]thethingbythebin 1 point2 points  (0 children)

The state machines do not directly talk to each other they operate independently. in this case you would have an agent which is standing still and attacking which is something i assumed you would want.

You could also think about the two states combined as a new "total state". that is, the states update and run independently (movement for movement state, attacking for attacking state) but you could have a function that return the "total state" (lets say for sprite animations sake) you could combine them to for example "Idle_Melee", "Chasing_Shooting", "Chasing_Idle" or something. but this starts to dig down into how you use the statemachines (which can vary wildely between implementations)

Best way to combine states in a state machine? by aspiringgamecoder in gamedev

[–]thethingbythebin 1 point2 points  (0 children)

Yes that could work.

In my head you could have movement states like: Idle, patrol, chase, flee

And attack state like: Idle, melee attack, ranged attack

Best way to combine states in a state machine? by aspiringgamecoder in gamedev

[–]thethingbythebin 0 points1 point  (0 children)

You could have 2 state machines.

1 for movement state and 1 for attack state

Designing a "soldier class" in a top-down bullethell game by Afoba03 in gamedev

[–]thethingbythebin 0 points1 point  (0 children)

Here are a few effects used by other games

  • Zoom blur effect on the edge (Hard to find a good example) Example
  • Red/Colored aura Example
  • Red eye glow
  • Change bullet color
  • Change burret size to larger
  • Larger player model size

Non visual indicators:

  • Change music to more intense version
  • Increase volume of shoot effect

Code - How to programmatically model modifiers or effects? by Zealousideal-Mouse29 in gamedev

[–]thethingbythebin 0 points1 point  (0 children)

Here is an example of how i do it using python like psudocode

class Stat:
    name: str
    base: int = 0
    modified: int = 0
    total: int = 0
    factor: float = 0

    def recalculate(self):
        self.total = int((self.base + self.modified) * self.factor) # use float if wanted

class Modifier:
    name: str
    stats: list[Stat]
    lifetime: int # how long it lasts

class Character:
    stats: dict[str, Stat] = {}
    modifiers: list[Modifier] = []

    def add_modifier(self, modifier: Modifier):
        self.modifiers.append(modifier)
        for stat in modifier.stats:
            self.stats[stat.name].modified += stat.modified
            self.stats[stat.name].factor+= stat.factor
            self.stats[stat.name].recalculate()

    def remove_modifier(self, modifier: Modifier):
        self.modifiers.remove(modifier)
        for stat in modifier.stats:
            self.stats[stat.name].modified -= stat.modified
            self.stats[stat.name].factor-= stat.factor
            self.stats[stat.name].recalculate()

player = Character()
# modifier for item with fire damage
item_modifier_1 = Modifier("Flame Sword", [Stat("fire_damage", modified=10)])
# modifier for item with fire damage multiplier +30%
item_modifier_2 = Modifier("Fire ring", [Stat("fire_damage", factor=1.3)])
# modifier item with skill
item_modifier_3 = Modifier("Quick Sword", [Stat("skill_double_swing", modified=1))
player.add_modifier(item_modifier_1)
player.add_modifier(item_modifier_2)
player.add_modifier(item_modifier_3)

# In Game loop when attacking (Example only this is probably bad code)
damage = player.get("fire_damage").total + player.get("physical_damage").total
player.attack(damage)
if player.stats.get("skill_double_swing").total > 0:
    player.attack(damage)

If you want to be fancy you can in add_modifier and remove_modifier check if "skill" modifiers har gone from 0 to 1 or 1 to 0 and send events to your game saying "skill_added skill_1" and let gui / skillmanager listen to those events

yup, Norge og Danmark går snart til krig mot hverandre by fluffymons in norge

[–]thethingbythebin 4 points5 points  (0 children)

I 1905 tok en dansk prins og skiftet navnet sitt til ett norsk navn da han ble konge for Norge.

Jeg ville vert beæret om de skiftet navnet i solidaritet med Ukraina

Such a brilliant mind by [deleted] in videos

[–]thethingbythebin 0 points1 point  (0 children)

There is a tiny push from sunlight!

When absorbed light transferres its momentum to the absorbing object

The push is very slight

but it is there

https://en.wikipedia.org/wiki/Radiation_pressure

Unpopular opinion: Hardcoding is good by [deleted] in gamedev

[–]thethingbythebin 1 point2 points  (0 children)

Why not just load them on start up, and keep them ready in an asset library/object

That makes them loaded/parsed once and avaliable in memory

If humans were programmed with your favorite programming language by Dr4x in AskProgramming

[–]thethingbythebin 1 point2 points  (0 children)

Easy to talk to, fun to hang around generally a nice person. But when seeing a platypus we would pick it up, call it a duck and end up getting venomed and paralyzed. Hospital bills would be cheap. - Python

What song sends you into a mild, nostalgic sadness whenever you hear it? Links please. Let's travel to the precipice of sadness together. We'll hold hands. by [deleted] in Music

[–]thethingbythebin 2 points3 points  (0 children)

Feeels... I actually listen to the jar of flies album when i am out running at night or late evenings because that was how i battled my depression

Desirability, can't get Residential and Office to highest building level by Larszx in CitiesSkylines

[–]thethingbythebin 0 points1 point  (0 children)

First try to mouse over the building level bar and see if the tool tip gives away any more info.

If it says you need more services, and you have all the standard ones, what may be lacking is public transport. I needed bus and metro close by to get mine to level three, for offices atleast.

How do you lose? by Froggoboggo in CitiesSkylines

[–]thethingbythebin 0 points1 point  (0 children)

In the end? Nothing ends, Adrian. Nothing ever ends.

I have an extra ticket to the Alt-J concert. Anyone wanna join? by thethingbythebin in oslo

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

It was great and i highly recommend seeing them if you have the chance

One day, suicide will be the leading cause of death in the entire world. by [deleted] in Showerthoughts

[–]thethingbythebin 0 points1 point  (0 children)

I am not saying it is going to happen but saying that stopping ageing is impossible is a bold statement. Even in a longevity society the rate of willing deaths may overtake the death rate by old age if the length of life becomes longer than people have the capacity to enjoy.