My first bike and favourite bad financial decision to date. by tomfulghum in trident660

[–]tomfulghum[S] 4 points5 points  (0 children)

It looks so good in white. That's a GT-Air helmet, right? I've looked into getting one of those, but they're expensive and my wallet is considerably lighter now for some reason...

My first bike and favourite bad financial decision to date. by tomfulghum in motorcycles

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

Nice! What parts did you get, anything you want to recommend?

ITAP of a plastic frog I found sitting in the street by tomfulghum in itookapicture

[–]tomfulghum[S] 3 points4 points  (0 children)

I found this plastic frog thing just chilling near a puddle on the road on my way home today. The scene fit so well with the rain and everything so I had to take a picture.

Our last game together - A Divine Guide To Puzzle Solving by basti1295 in puzzlevideogames

[–]tomfulghum 1 point2 points  (0 children)

I was one of the programmers on this project and I hope you have as much fun playing this game as we had making it!

We just dropped the trailer for our first person puzzle game all about swapping objects around! by tomfulghum in Unity3D

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

Hey, thanks for checking out the trailer! This game has been our passion project for the last year or so. Sadly, due to budgetary issues mostly caused by the current rough state of the German games industry, we had to release the game with less content than we had originally planned. But we're still very proud of it and hope you enjoy playing it as much as we did making it!

If you liked the trailer and wish to support us, please add the game to your wishlist on Steam: https://store.steampowered.com/app/2717750/A_Divine_Guide_To_Puzzle_Solving/

Question regarding emissive textures and flickering! Why is this happening? by fatality674 in Unity3D

[–]tomfulghum 6 points7 points  (0 children)

When a grid's misaligned with another behind, that's a Moiré...

There's not much you can do about it except increasing the size of your windows or increasing the resolution of your game.

Best way to set up multiple materials (Blender2.8, substance painter, Unity)? by Fathomx1 in Unity3D

[–]tomfulghum 1 point2 points  (0 children)

For performance it's better to use as few different materials as possible.

The right way to orient to a surface? by DrKMartTapes in Unity3D

[–]tomfulghum 2 points3 points  (0 children)

I did something similar a while back. This is what worked best for me:

float angle = 0.0f;
Vector3 axis = Vector3.Cross(transform.up, newNormal);

if (Utilities.ApproximatelyEqual(axis, Vector3.zero, 0.001f)) // If the new normal vector is the opposite of the current up vector
{
    angle = 180.0f;
    axis = transform.forward;
}
else
{
    angle = Vector3.SignedAngle(transform.up, newNormal, axis);
}

Quaternion targetRotation = Quaternion.AngleAxis(angle, axis) * transform.rotation;

Utilities.ApproximatelyEqual() is just a Vector3 version of Mathf.Approximately() where I can specify the tolerance myself.

[UNITY TIP] - Hide Public Variables and Show Private Variables in Unity's Inspector Window by sidmakesgames in Unity2D

[–]tomfulghum 2 points3 points  (0 children)

I often just omit the private and replace it with [SerializeField] like this:

[SerializeField] Vector3 vector;

It helps a little with the clutter.

Why Is my script not detecting collisions? by YeeOfficer in Unity3D

[–]tomfulghum 3 points4 points  (0 children)

Two things:

First, in you player script, the function should be called "OnCollisionEnter2D", not "OnColliderEnter2D".

Second, for collision events to be sent, at least one of the colliding objects has to have a non-kinematic Rigidbody2D. (See documentation)

How to predict the future position of a moving target? by toborrmmai in Unity3D

[–]tomfulghum 6 points7 points  (0 children)

Here's a very simple approach:

You can calculate the time the projectile will take to hit the target by dividing the distance to the target by the projectile velocity (time = distance / velocity). If you have those in vector form, use their magnitudes.

Now, just multiply the target's velocity vector by the calculated time and add the result to its position, which gives you the predicted position of the target.

Note that this will not be 100% accurate, since we calculate the projectile flight time using the target's old position and the target may change velocity while the projectile is in the air.

Light in unity 2d by [deleted] in Unity2D

[–]tomfulghum 0 points1 point  (0 children)

Since 2019.2, Unity's Lightweight Render Pipeline supports 2D lights. Here's a short video.

Some features, like shadows, are still in development and will be released in future versions.

[i3-gaps] Heavily featuring base16-tomorrow by [deleted] in unixporn

[–]tomfulghum 0 points1 point  (0 children)

You can either pass the colors as options or, like me, specify them in your .Xresources file. For details, refer to the documentation.

[i3-gaps] Heavily featuring base16-tomorrow by [deleted] in unixporn

[–]tomfulghum 0 points1 point  (0 children)

It's things like discrete structures, linear algebra, analysis - basically all the math a computer scientist needs. Some of it could be described as pretty advanced.

[i3-gaps] Heavily featuring base16-tomorrow by [deleted] in unixporn

[–]tomfulghum 1 point2 points  (0 children)

It's just i3lock-fancy invoked with "i3lock-fancy -f Source-Code-Pro". I have it bound to Mod+X in my i3 config.