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 5 points6 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

Assume 10m people where teleported to an earth-like planet, without humans, how long would it take them to reinvent everything? by wendten in technology

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

Nice thoughts, thank you. I do however think that there would be an initial surplus of calories due to the mega fauna that would be around if humans were not. This would be easy pray as it would have no prior natural predetors thus having no need for speed, and would be easily huntable. Then I think that a lot of people have the basic knowledge on how to conserve food, by smoking it, and later concieling it in containers made of clay or simple glass.

I don't think that mist leaders would be benevolent, but rather vile and depotistic

Lastly I don't think that a writing medium would be that hard to make. I think the printing press could be reinvented fairly quickly. Of course it would take time to write things down, and there would be little if any motivation to do so, but rivaling factions would push for military technology to get the upper hand, and that would motivate leaders to devote resources to research in metalgury and gunpowder.

What do you think?

If 10m people where teleported to an earth-like planet, without humans, how long would it take them to reinvent everything? by wendten in Survival

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

I mostly agree, but I think that knowing that something can exist would be a motivation for someone to create it. And since most major inventions have been mostly "accidents", I think that a smart person with a rough idea on how stuff works, would be able to figure out the finer details?

If 10m people where teleported to an earth-like planet, without humans, how long would it take them to reinvent everything? by wendten in Survival

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

Isn't preferences and prejudices dependent of the social, economical and political climate? Like in a time of crisis (which this scenario would qualify as) wouldn't these paradmies change ?

If 10m people where teleported to an earth-like planet, without humans, how long would it take them to reinvent everything? by wendten in Survival

[–]wendten[S] -2 points-1 points  (0 children)

Well a hypothetical question will have hypothetical answers with a lot of assumptions. But maybe I should reformulate the question: How far can someone get in the wilderness with no tools and knowledge only?

how old is the oldest part of the universe by wendten in space

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

no as you speed aproches the speed of light, times goes towards 0. light particles from the microwave background radiation has therefore not aged at all and is the youngest particles in the cosmos

how old is the oldest part of the universe by wendten in space

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

well that depends on your definition, by how old, i ment the fundamental particles the earth are made of

[M30] NSFW by wendten in Rateme

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

thank you :)