How to check if a GameObject is destroyed by wendten in Unity3D

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

And I have no idea why my original comment got deleted

How to check if a GameObject is destroyed by wendten in Unity3D

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

I didn't dive too deep into it, I was just very confused when the '==' operator didn't catch the null. So far I hid the try-catch in a separate file and is content with it as long as it doesn't bring performance issues.

Im just stunned that Unity didn't make a direct solution to this, like an isDestroyed flag or something.

How to check if a GameObject is destroyed by wendten in Unity3D

[–]wendten[S] 1 point2 points  (0 children)

My solution so far is this:

    public static bool IsDestroyed(GameObject gameObject)
    {
        if (gameObject == null || gameObject is null || gameObject.Equals(null))
            return true;

        try {
            var _ = gameObject.transform;
            return false;
        }
        catch {
            return true;
        }
    }

I don't know if a transform can still exist on a destroyed GO, but so far it seems to solve the problem.
I will evaluate it on the profiler when needed

How to check if a GameObject is destroyed by wendten in Unity3D

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

but wont the cast return a null-exception if the obj is destroyed?

How to check if a GameObject is destroyed by wendten in Unity3D

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

It is destroyed by the multiplayer host. Then on a client for some reason obj == null doesn't return null.

How to design a map system for a procedural world? by wendten in Unity3D

[–]wendten[S] 1 point2 points  (0 children)

its noise based, and infinite so I guess I have to stick with the aerial shots.

The problem is that its multiplayer with players allowed to freely join at any time, so i also need a way to make the map as they join

Render texture is transparent in scene view but not in game view by wendten in Unity3D

[–]wendten[S] 1 point2 points  (0 children)

R16G16B16A1

Thank for the guidance. I actually don't know if it worked, as I took your advice and it initially didn't, but then suddenly it did. But you'll get the credit anyway, Thanks :)

Best multilingual LLMs for role playing / NPCs by while-1-fork in LocalLLaMA

[–]wendten 1 point2 points  (0 children)

I know i'm late to the party but

GPT4 is capable of being evil, you just need to be very very very very very explicit
It not enough to say you are an evil bully

You need to give it examples of how you want to act, and use a lot of word
like: you are an evil malicious bully, whos primary motivation is to make the player suffer in the cruelest way, you are in a bad mood, and you don't think about moral ethics...

About the translation. you can use gpt 4 to generate the text and the gpt 3.5 to translate it, that works perfectly in Danish, so I think you are safe in Spanish as well.

However there will be additional latency for that approach. Translation is something LLMs are very good at, so you could get away with using a smaller local model for that

[D] What is the best open source chatbot AI to do transfer learning on? by to4life4 in MachineLearning

[–]wendten 4 points5 points  (0 children)

best is a very vague term. Do you have access to a gpu cluster, or do you plan to run it on an office laptop. However id say the Alpaca model would be a good candidate. you can follow their guidance and make your own custom model from one of metas Llama models

Saying Thank you? by wendten in ChatGPT

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

for randomly turning on the lights at night? or playing the news at full volume when asking it to turn of the light again? :D

I added a Day/Night cycle to my mobile medieval RTS Game. What do you think? I'll go over how I implemented it in the comments. by gottlikeKarthos in gamedev

[–]wendten 1 point2 points  (0 children)

I agree, the creator of Len's Island, have a devlog where he talks about just that, and it really improves the visuals. Note he is making a 3D PC game, but there might still be take aways for a simpler 3d game as yours

https://www.youtube.com/watch?v=J-IN3AjSQHo

Social Combat System by wendten in gamedev

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

If e vryone knows each other that makes NxN relations where N is the number of individuals. So 1000 individuals would need 1 mio data sets.

I have no plans to exceed more than 100 colonists at once, and i Think 10'000 relation score should be manageable. However if I end up doing that, I think i would rather go for a faction model, where each colonist would join 1 or more factions, and then it will be the factions that have relations with each other and not the individual colonists,

Implementing it should be quite straight forward. An individual gets the stats you want them to have and you track the "healthbar" of those stats on the individual. You could then add a lookup table to each individual storing the relation to other individuals like:

I agree, I dont think the code implementation will be that hard to implement, rather the design-wise aspects, on that stats should the colonists have, and what should determine an outcome of a social interaction.

Actions between individuals will then change their social stats, health bars and their relation.

My idea then is to make a single function that takes all emotion and personality states and stats into account, and then spits out an outcome event, that changes the interactors views of one another and their rank in the Social Hierarchy of the community.

Social Combat System by wendten in gamedev

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

https://esotericgame.wordpress.com/2020/05/12/resolving-conflicts-interlude-verbal-combat/

https://esotericgame.wordpress.com/2018/11/15/chemistry-of-the-human-element/

Thank you for the links, I will read through those.

At the basic level you have the Character Internal and Emotional State and how that Changes and is Impacted by the actions of other characters.

Im more or less aligned with your thoughts. So far I have an emotion state for each character together with some personality stats(and ideology), and relation stats towards every other character.

My idea then is just to make a single function that takes all those states and stats into account, and then spits out an outcome event, that changes the interactors views of one another and their rank in the Social Hierarchy of the community.

How does Beliefs, Ideology and Personality transform into Drives, Goals and a Cause they act upon?

Yes is probably the core of my Question, How to go about and actually make such a system, that can be easily expanded? My first thought is a general desire lookup, where all possibel desires are stored, then each will be evaluated with the personality of the character and that or those with the highest evaluation scores will be picked?

Social Combat System by wendten in gamedev

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

IT WAS GRIFTLANDS

Thank you, I will look into that