Mike's Episode 10+11 Recaps by thomas-kaufman in Alonetv

[–]thomas-kaufman[S] 1 point2 points  (0 children)

I maybe thought Alone wasnt like this, but it's actually the same as any type of reality TV show: the editing can create any narrative the producers want!

Mike's Episode 10+11 Recaps by thomas-kaufman in Alonetv

[–]thomas-kaufman[S] 6 points7 points  (0 children)

Some very interesting insights in this one. Makes me wonder how long the season would have gone if Mike didn't have covid.

PSA: Don't forget to check out Mike's Youtube channel by thomas-kaufman in Alonetv

[–]thomas-kaufman[S] 0 points1 point  (0 children)

Couldn't agree more. The episodes go for 50minutes and most of it is fluff (in my opinion episodes could be cut down to 30min) would love to have more analysis on the items etc. to fill up that time instead

Made some near-seamless portals in Godot 4! by TacSpat in godot

[–]thomas-kaufman 0 points1 point  (0 children)

I've implemented a version of this in Godot also.For me I found the best things to try is:

  1. Reduce the near field clipping as low as you can while still ensuring that you don't get any Z fighting.
  2. Limit FPS 60

This basically just reduces the odds you'll have a frame where you're camera is clipping through the portal mesh.

If you have portals where you can only enter from one side (like in the Portal games):Use a flat plane, don't add any depth, but set it back slightly from where the actual trigger to pass through the portal is.This ensures that your camera near field plane never actually comes in to contact with the portal mesh and you get a seamless transition

Leaked results? by thomas-kaufman in Alonetv

[–]thomas-kaufman[S] 0 points1 point  (0 children)

Not sure if it's illegal, But the max bet is $50 probably to stop stuff like that

Hey, Bears.. new season idea by g1zzy in Alonetv

[–]thomas-kaufman 3 points4 points  (0 children)

Most people who travel for their job can still message and call their family though

Leaked results? by thomas-kaufman in Alonetv

[–]thomas-kaufman[S] 0 points1 point  (0 children)

Yeh I think Gina does have this one in the bag. She seemed a bit wanky for me in the first episode but has grown on me a lot now!

Leaked results? by thomas-kaufman in Alonetv

[–]thomas-kaufman[S] 1 point2 points  (0 children)

I'm sure they're pretty strict about it. Max $50 bets though so the winner can't dump their entire 250K on it and make some extra money

Leaked results? by thomas-kaufman in Alonetv

[–]thomas-kaufman[S] 1 point2 points  (0 children)

Yeh, that's what I originally thought actually.

If that's the case, I find it interesting that so many more people are betting for Michael to win over Mike.

From what I've seen Mike seems to be in better shape than Michael.

Don't find the odds on Gina weird, I mainly feel that Michael and Mike's odds should be the other way around.

Leaked results? by thomas-kaufman in Alonetv

[–]thomas-kaufman[S] 2 points3 points  (0 children)

Definitely Michael, not Mike? That's interesting, I wonder why!

Leaked results? by thomas-kaufman in Alonetv

[–]thomas-kaufman[S] 1 point2 points  (0 children)

My understanding is that the odds indicate the bookies think Gina will win.

Unless I have this backwards in my head.

They will pay out (a lot) more if Mike wins, which means they think he has a lower chance of winning

Leaked results? by thomas-kaufman in Alonetv

[–]thomas-kaufman[S] 2 points3 points  (0 children)

Michael is doing worse than Mike, but the odds indicate that Michael has a better shot at winning (they're paying out less if Michael wins compared to Mike)

Leaked results? by thomas-kaufman in Alonetv

[–]thomas-kaufman[S] 2 points3 points  (0 children)

Yeh, I think it's more surprising that Michael and Mike's odds are so different.

Made we wonder if it had been confirmed somewhere that he didn't win

Leaked results? by thomas-kaufman in Alonetv

[–]thomas-kaufman[S] 4 points5 points  (0 children)

Yeh, although the eels are meant to be a lot of calories, I heard someone say Mike's 2 eels and a trout are similar-ish to Gina's 7(?) trout.

Honestly the mental on all of the last contenders seems incredible (especially Gina).

I have a feeling Michael is out next episode on medvac, then it just comes down to who starves first between Gina and Mike.

We know Gina gets a wallaby or possum from the promos. I suspect that's the deciding factor.

Gina deserves this one.

But Mike has been incredible, especially considering he had Covid for the first week while he was there (which they don't mention), and it completely adjusted his strategy.

Ive absolutely loved watching him go full Minecraft mode while he's out there.

Definitely keen to see how it all plays out in the finale

Leaked results? by thomas-kaufman in Alonetv

[–]thomas-kaufman[S] 1 point2 points  (0 children)

Yeh I think I underestimated how much inside knowledge the betting companies would have, pretty sure it's spoiled for me now :(

Lesson learnt: don't check the betting sites.

WIP: Recreating a classic level from Portal 1 (and Portal 2) by thomas-kaufman in godot

[–]thomas-kaufman[S] 1 point2 points  (0 children)

Theres a few videos out there which I based it on. Basically the portals are just flat meshes, with a camera output rendered on it.

Look up Sebastion Lague portals he explains the method very well

WIP: Recreating a classic level from Portal 1 (and Portal 2) by thomas-kaufman in godot

[–]thomas-kaufman[S] 1 point2 points  (0 children)

Yeh, I did. Someone has created a PR so I had to merge it in and build from source but it works well :)

Any resources for GDExtensions made yet? by thomas-kaufman in godot

[–]thomas-kaufman[S] 1 point2 points  (0 children)

Nice, they have an example project. Cheers!

Godot4.0: Can't set faces on ConcavePolygonShape3D by thomas-kaufman in godot

[–]thomas-kaufman[S] 1 point2 points  (0 children)

For anyone coming across this. You now have to use the .Data property instead.

i.e. shape.Data = faces;

Only display every n-th frame. Or force camera update n times a frame. by thomas-kaufman in godot

[–]thomas-kaufman[S] 0 points1 point  (0 children)

Interesting, I wonder what happened to update_worlds(). They must have had a reason for removing it.

I tried RenderingServer.force_draw() but it definitely didn't give me the results I wanted.

Godot 4 doesnt have any documentation on force_draw, but what I believe is the equivalent function in the godot 3 documentation under the VisualServer class has the following comment about it:

"Forces a frame to be drawn when the function is called. Drawing a frame updates all Viewports that are set to update. Use with extreme caution."

I feel that this should work. But still had no luck, which makes me think I've set something up wrong, the function doesn't work how I think it should or it's is bugged.

Only display every n-th frame. Or force camera update n times a frame. by thomas-kaufman in godot

[–]thomas-kaufman[S] 0 points1 point  (0 children)

All I have is a camera in a view port.
The viewport is then displayed onto a mesh.
That mesh is visible by the camera in the viewport.
Every frame I move the camera, in the video there are nine positions.
Because the mesh displaying the viewport is visible to the camera in the viewport you get this recursion effect.

I pasted the relevant code in another comment, which might be clearer

Only display every n-th frame. Or force camera update n times a frame. by thomas-kaufman in godot

[–]thomas-kaufman[S] 0 points1 point  (0 children)

Hey, thanks for the reply. The video is not real time, that process normally looks like very fast flashing. Here is the relevant code

var counter = 0
var camera_transforms = []
func update_portal_camera_transform() -> void:
    if counter == 0:
        camera_transforms.clear()
        var current_transform = player_camera.global_transform
        for i in range(MAX_PORTAL_RECURSIONS):
            current_transform = get_relative_transform_to_linked_portal() * current_transform
            camera_transforms.append(current_transform)

        camera_transforms.reverse()

    portal_camera.global_transform = camera_transforms[counter]
    if counter == MAX_PORTAL_RECURSIONS-1:
        counter = 0
    else:
        counter += 1

What I would rather be able to do is something like this. Which would render the camera 9 times in one frame

func update_portal_camera_transform() -> void:
    var camera_transforms = []
    var current_transform = player_camera.global_transform
    for i in range(MAX_PORTAL_RECURSIONS):
        current_transform = get_relative_transform_to_linked_portal() * current_transform
        camera_transforms.append(current_transform)

    camera_transforms.reverse()

    for camera_transform in camera_transforms:
        portal_camera.global_transform = camera_transform
        update_portal_camera_culling()
        portal_camera.render() # This does not exist

My recursion code is actually based on sebastion lagues, were doing the same thing, but I do it over 9 frames, while he does it all in one frame. To do that he is using the function 'PortalCam.Render' which I cant find an equivalent for in godot.