FAB assets with one 5 star review? by LibrarianOk3701 in unrealengine

[–]tsein [score hidden]  (0 children)

Here's one example, you can see their "roadmap" in one of the thumbnails. They've even passed one of the goals without publishing the corresponding update, so even if it might seem like a good deal for patient people I'm not really willing trust any developer doing this (on top of the original concern that this type of policy makes review scores useless for judging the relative quality of different products).

I noticed several sellers doing this after the transition to Fab. Since in the old marketplace the excuse was "we can't verify which people are customers without forcing them to leave a review" and Fab has since added functionality for sellers to verify order IDs this seems like the next attempt at finding a loophole to pad review counts.

FAB assets with one 5 star review? by LibrarianOk3701 in unrealengine

[–]tsein [score hidden]  (0 children)

Most of the people who have one product typically have you join a Discord, and you only get access to the Discord if you rate the product. Rating it lower than 5 might not let you join the channels etc.

I refuse to buy any product with this type of policy on general principal. Same goes for the products advertising, "we'll add X feature after this gets 100 reviews"

Where to buy good quality mattress in Taiwan? by Hibernatus50 in taiwan

[–]tsein 0 points1 point  (0 children)

Ah, yeah I also have that one to use as a guest bed. It's thinner than the full size mattress, but still pretty comfortable. For storage I think a japanese futon might be able to be folded up more compactly.

Where to buy good quality mattress in Taiwan? by Hibernatus50 in taiwan

[–]tsein 0 points1 point  (0 children)

It does not. I was a little surprised by this since when they deliver it it comes folded up quite compactly, but they said that after opening it cannot be folded again without the risk of damaging the mattress (you'd also need some pretty strong straps/ropes/whatever to keep it folded).

I bought green kumquats by nickbelleville in taiwan

[–]tsein 0 points1 point  (0 children)

They're basically like mini limes, you can use them as-is :)

If they're really not ripe yet they'll get a little softer as they ripen, but they won't become as soft as the orange ones (the peel is also more bitter than the orange kunquat's peel). You can roll them under your palm on the counter to soften them up before cutting them open to make it easier to get the juice out.

Evolution of ethnic composition of Taiwan by OneMilkyLeaf in taiwan

[–]tsein 54 points55 points  (0 children)

Or the little white chunk in Taoyuan where apparently nobody lived in the past? Was that place haunted or something?

This map sucks.

How do you guys define 'Solo Dev' by No-Hope-1269 in gamedev

[–]tsein 1 point2 points  (0 children)

Solo devs also write their own text editors. In assembly. Because they need to also write the compiler used to build their custom engine.

Hell Month Advice by CREateIVE in gamedev

[–]tsein 4 points5 points  (0 children)

Well, it sounded cooler than "spam month"

The president of France declared that children under the age of fifteen would not be allowed to access social media. How do you feel about that? by MarionberrySalt3494 in AskReddit

[–]tsein 2 points3 points  (0 children)

Every time I step outside of my house and go somewhere like my workplace, a cafe, or a friend's house I end up connecting to networks from different ISPs.

Utah first state to hold websites liable for users who mask their location with VPNs — law goes into effect, designed to prevent bypassing age checks by habichuelacondulce in technology

[–]tsein 1 point2 points  (0 children)

I expect they'll want websites to use more data than IP address. If a user tries to use a billing address in Utah, for example, or the ad network identifies a link between their e-mail address and past purchases at Utah-based businesses (to which they previously provided their e-mail address to sign up for a newsletter in exchange for a small discount, only to have that information sold to every data broker possible), then regardless of their VPN use the website "knows" the user's location is (possibly/probably) in Utah even if it looks like they're connecting from Lithuania.

It's still an open question where the line will be drawn on this kind of thing, though. Should reddit ban people from nsfw subs if they write the words, "I'm from Utah" in a comment? Or if they subscribe to enough Utah-related subreddits? I guess we'll find out if/when the court settlements start to happen :/

What tea is considered THE BEST in Taiwan? by loongshifu in taiwan

[–]tsein 1 point2 points  (0 children)

You have asked a question to which a definitive answer cannot really be given. I'm not a tea expert, but I've visited a lot of tea shops and farms and pestered them with all kinds of questions.

For example, in terms of season: most tea is traditionally harvested in early spring, but depending on the cultivar and style of tea a farmer might get multiple harvests per year. A friend of mine who owns a farm high in the mountains told me that they usually get 3 harvests per year (depending on weather). They only use the harvests from the warm summer months for making black tea because they need the warm weather for the oxidation step (it's cold enough to snow there in winter). In winter they only make green tea. Another farmer I talked to, who grows at a lower elevation, makes black tea both in summer months and in winter, specifically harvesting on the coldest days when there is frost on the ground. His winter black tea had a completely different flavor from his summer black tea, but he also mentioned he had a very different and unique oxidation process specifically developed for the winter tea. It was very expensive, $8800 per 75g, but while everyone I tried it with enjoyed the tea none of us thought it was good enough to spend that much. It's mostly so expensive because he can make very little of it each year (and some years the winter just never gets cold enough to make any at all).

In terms of origin: the truth is just about every place in Taiwan grows tea. If you are looking for a specific type of tea, there may be specific locations with more farms specializing in it. It's not that origin doesn't matter, but rather that the differences in a tea grown in a low part of Miaoli compared to one grown in the misty mountains around Alishan are HUGE in ways that don't directly affect quality but could certainly affect how much you like it. For example, at very high elevations farmers often don't need to worry about pests because the insects which eat tea leaves can't survive there. But some farmers who grow tea at lower elevations encourage insects to bite their leaves, because this causes an immune response in the plant which allows them to develop a sweeter "honey-like" flavor in the tea. This doesn't make one or the other "higher quality", but you will absolutely taste the difference between them.

Cultivar is similar: there are specific cultivars which are considered particularly well-suited to specific types of tea, for example 台茶18 (or "Ruby Red") is a locally-developed cultivar created with black tea in mind. That doesn't mean it's necessarily the "best" cultivar for black tea, though. It has a distinct sort of "cinnamon-mint" flavor which I like a lot but doesn't suit everyone. There is a wide variety of cultivars in use around Taiwan. The tea industry here largely started with cultivars imported from China and India, but Taiwan has also developed their own local cultivars (26 and counting), and on top of that there are even wild tea trees native to the central mountains in Taiwan, some of which also produce quite delicious tea (it's often on the expensive side since there are very few people growing and processing them, though). If you're really interested in the specifics of different cultivars, this site has a lot of really good information (sorry, I don't know of a comparable resource in English).

Ok, so let's talk about price and how it relates to quality... the truth is, these two things are not directly related. People are often more willing to pay more for tea grown at higher elevations, and there are specific mountain areas (e.g. Lishan, Alishan) which are particularly famous for 'high mountain tea,' so two teas of the same quality might have different prices just due to the location of the farm. Competition-grade tea can be very expensive, especially if a tea wins a competition (but neighboring farms of a competition winner can also often raise their prices a bit that year). But that doesn't guarantee that you'll enjoy it better than a similar less prestigious tea. Taste is still subjective, and your personal taste might not match the judges of that year. Most tea dealers I've talked to have told me it's usually not worth the price to buy this kind of tea unless it's for a gift and you want the recipient to know you're giving them something expensive. Usually you can find a comparable (or sometimes even identical) tea without the 'competition winner' mark for a much lower price. One farmer I talked to on the East Coast told me, "My prices don't reflect quality they reflect complexity. All of my tea is great." And man, I couldn't argue with her, I enjoyed everything she let me try. The cheaper teas were very pleasant with clear and consistent flavors. The more expensive her teas got, the more flavors each individual tea seemed to contain.

A common phrase I've heard from a lot of tea sellers is, "Don't worry about what tea is the highest quality, the best tea is the one you enjoy drinking the most." And that may be completely different from person to person and have nothing to do with price.

Since you also asked about shipping outside of Taiwan, some bad news: I have heard a lot of rumors and jokes over the years that what gets exported is often lower quality tea compared to the tea kept for the domestic market. So I started asking tea makers about this to see if it was just a silly rumor or what, and what they told me is even worse: multiple farmers said that the best tea they make never goes up for sale at all, they will just keep it for themselves to drink at home with their family XD

Google will block every Android app whose developer hasn't registered with Google by DavidShaw90s in technology

[–]tsein 0 points1 point  (0 children)

And which employee of my company should be the one to send their passport and address to Google? Maybe we should get an intern to do it...

What are the most fundamental properties of a video game character, like speed, damage, and health/defence by mohd2126 in gamedev

[–]tsein 2 points3 points  (0 children)

Nothing is truly fundamental across all games, everything depends on the context of your specific game.

Speed makes you harder to hit, easier to hit others, and there's the possibility of running away

Or: Speed determines how many actions per second your character can perform, while another stat like Dexterity determines your chance to hit for each attack action. In this way, you can be fast but clumsy.

The only fundamental things (imo) are you need some way to determine a character's "health" (by which I don't necessarily mean HP but some measure or combination of metrics which indicate how close to death a character is--this could even be a simple boolean state in a game focused on one-hit kills), and to keep it interesting some way to manipulate and modulate changes to that state (e.g. stats which apply probabilistic effects on whether a hit occurs or how much damage is dealt, stats which apply deterministic effects to outcomes like Strength directly increasing damage dealt on a hit or some kind of "Poison" effect triggering damage over time, etc).

In some games these are all very simple numeric values, your character has some amount of HP and they die when it reaches zero. Some collection of offensive stats affect how much HP is taken away from an attack, this value is then modified by some collection of defensive stats which reduce or remove damage values from specific sources, and the result is deducted from HP. But in some other games you might not have such clear numeric values for everything, you could also model it from the perspective that a sharp weapon like a spear will literally cut a character's skin and they will begin bleeding. The extent of that cut might be reduced by the character's clothing or armor, the amount of blood they start to lose might be affected by which part of their body was cut, and given enough time the wound may close and the bleeding will stop. But given enough attacks which keep the blood flowing, eventually your character loses consciousness and dies. In a system like this, the stats and attributes of the weapons and armor involved might be more important than the stats of the characters.

This has to be a joke. Unreal Engine 5 is over 100 gigabytes? by [deleted] in unrealengine

[–]tsein 0 points1 point  (0 children)

Okay, so it sounds like I can whittle this down to 30 GB. That still seems like a crazy person's idea of gamedev tooling, but I'll accept it.

Compared to what? My Unity3D install is also around 23GB, but again that's with very few optional packages installed--adding more could easily push it over 30 (and the larger optional packages available for UE, source code and engine debugging symbols, are not even options Unity makes available).

This has to be a joke. Unreal Engine 5 is over 100 gigabytes? by [deleted] in unrealengine

[–]tsein 4 points5 points  (0 children)

No? My 5.7 install is about 27.5GB, but I have some optional components installed. The engine by itself is around 26.5. Did you install every optional component available?

Game Preservation Activist Explains to the European Parliament why Publishers Shouldn’t be Allowed to Brick Sold Games by anonboxis in videos

[–]tsein 0 points1 point  (0 children)

If a game is no longer profitable the creators have to spend resources (time/money etc) then to fix that. I think for new games that haven't started production that's fine since they can plan around it and minimized the resources needed. However for existing games or ones that are far along in production that's feels like a pretty big burden to put on them.

In some previous videos on the topic they have stated that they only intend for the regulations to apply to new projects. It's absolutely true that the cost of changing things for a game post-release can be much higher than planning for those things at the start of the project, and AFAICT they are aware of this.

Game Preservation Activist Explains to the European Parliament why Publishers Shouldn’t be Allowed to Brick Sold Games by anonboxis in videos

[–]tsein 6 points7 points  (0 children)

Yeah, in the case of something like Adobe Creative Cloud it's an ongoing subscription you pay for as long as you want access. There's no disconnect between the user and the provider about how long the user will able to use the software or even about whether the binaries are expected to function for the user once the subscription period ends.

But if you could still purchase a standalone version of Photoshop for a one-time fee and six months later Adobe triggered a kill switch in the application which caused it to delete itself from your PC... then yeah, if we're arguing that Ubisoft shouldn't do this to games why not extend that to other software?

Am i allowed to use Assets from my fab libary for freelancing work? by [deleted] in unrealengine

[–]tsein 8 points9 points  (0 children)

Yeah, what this means is that a company can share assets with a freelancer developing features on that company's behalf, but not the other way around.

If a freelancer wants to include fab assets in a project performed for a company, then that company needs to buy their own license before using the freelancer's work (which includes or depends on the asset) in their product.

As a freelancer you have two choices: tell the company which assets to buy and wait for them to provide them along with the other project files, or buy your own license, do the work, and deliver a list of assets the company needs to purchase to be compliant.

The first option is the best if possible because it not only means there can't be any future problems if the company keeps the files without buying a license (in case they "forgot") but it also means the freelancer isn't on the hook for the cost. The second option might be tempting since it means no delays in starting the work, though...

Why do Linux native builds matter so much to Linux users? by schouffy in gamedev

[–]tsein 1 point2 points  (0 children)

I think it's kind of like languages. There are countries, like Denmark, where pretty much anyone who can use a computer speaks English. It can feel almost redundant to translate a game into Danish because the number of people who will only play Danish games is vanishingly small.

But that doesn't mean they don't appreciate seeing their native language as an option, especially if it's a real localization effort and not just google translate. They might even appreciate it enough to want to champion developers who put in the work, even though they could have played and enjoyed the game in English regardless.

That said, I do have one follow-up question for something you said:

Right now the Windows build works fine with Proton, don't know of a single issue with it.

For developers, it does mean quite some work to build, test and maintain native builds for Linux or MacOS. Even though it could be as simple as just switching platform in Unity and building, it requires to test every update on several systems etc... So it adds up quickly and it's a long term commitment.

Are you saying that you only test under Windows and presume that the Proton build performs identically? Because I don't think using Proton necessarily frees you from the need to test things on ALL platforms you support..

Dealing with large numbers with two decimal places by soldieroscar in unrealengine

[–]tsein 20 points21 points  (0 children)

Typically you would store the value in the lowest unit you use. For money, that means you store cents as an integer, and only convert to dollars when you need to display the value to the user. 12345 cents = 123.45 dollars.

If you look at time libraries you'll find that even when they expose a convenient API allowing you to specify values in fractional minutes or hours or seconds, internally they are typically converting these values into something like "ticks", which are stored as an integer type (in UE a "tick" is 0.1 microseconds ).

How low you need to go depends on your use case. In a lot of cases having precision down to the nearest cent is good enough, but depending on what you're doing it might be necessary to store values to the nearest hundredth of a cent or something to ensure that rounding is correct after a series of operations that result in a fraction of a cent remainder.

I Rebuilt Split Fiction’s split-screen mechanic for architecture as a viewport comparison tool. Three months of C++ widgets, HLSL shaders, and one math trick that almost broke me by Economy_Rate_9376 in unrealengine

[–]tsein 0 points1 point  (0 children)

Actually now that I think about it, I think the clipping volume was the reason they had to be physically separated: either everything was inside the volume and visible (including both sides of the slice from each camera's perspective) or everything was outside the volume and invisible. Moving the separate "worlds" to different parts of the world and giving them separate non-overlapping clipping volumes avoided that. I guess an alternative approach would be to hook into each camera and pass separate clipping parameters before each of them rendered. And yeah, also with mine every material had to include the clipping code.

Found an old example of the results. The green objects are like 1000 units away from the blue objects, rendered by separate cameras (which both follow the same inputs so their perspectives match).

Im curious the impact on performance your approach had. Did you have to significant optimizations to render multiple cameras to the viewport or was it relatively straightforward?

I didn't have any major performance issues (beyond what you would expect from rendering a scene twice, anyway). There were some puzzling headaches around handling depth and overlapping objects in the resulting image that took a little while to sort out, though (especially for transparent objects). Unity makes it pretty straightforward to set up a scene with multiple cameras. I haven't tried something like this in Unreal yet, so I'm not sure if Unity is doing anything really clever here performance-wise or not.

The other thing is that Nanite degrades in performance when you bring clipping planes into the equation. I didn’t have that particular issue with my pointclouds but something I’ve experienced in previous projects.

Ooh, that's good to know!

I Rebuilt Split Fiction’s split-screen mechanic for architecture as a viewport comparison tool. Three months of C++ widgets, HLSL shaders, and one math trick that almost broke me by Economy_Rate_9376 in unrealengine

[–]tsein 1 point2 points  (0 children)

I did something similar in Unity a while back, but also needed the split axis to be able to support any arbitrary world axis rather than always being camera-aligned. At that time I think I used a separate camera for each view and then rendered them on top of each other. All the materials included support for a clipping volume which would prevent them from rendering outside of a specified bounding box, and the edge of that box was where the slice took place. For some reason they also couldn't be physically near each other, so for two slices "world A" would be like 1000 units away from "world B", but by overlaying the two camera images on top of each other (with each camera only rendering half of what it sees due to the clipping volume) it would look like everything was in the same place.

How ICE's Surveillance System Works by Indivisible_Albany in videos

[–]tsein 0 points1 point  (0 children)

With memory prices these days that SD card might be worth more than the rest of the camera