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7:51 AM
Anyone here have experience with unity blend trees ? I'm so lost on this cant even start a question without falling into the how to get started category :D
 
 
5 hours later…
1:02 PM
@UriPopov very little
 
I'm wondering how to set up the blend trees for a twin stick shooter basically
 
1:17 PM
Dev Blog- Colonial Sea Trader- Thinking about world economy, missions functional. colonialseatrader.com/blog/index.php/2018/01/15/…
 
 
3 hours later…
4:12 PM
@UriPopov What would the blend tree do?
E.g. Choose the sprite based on rotation
How would you guys create a system, where there's a random chance for a structure to spawn
When one spawns, it gets saved
But 2 of the same structures should have a longer distance between them and when you return to the same area, it should stop spawning new ones
 
not quite sure I understand the situation well enough to comment
 
I thought about dividing the world into sectors, then saving whether the player has been there before, but that would create a lot of data
@Almo Think of it like this:
You have a world with huge randomly generated cities
Obviously, they shouldn't be close to each other
And the world is basically infinite, so you need to basically generate an infinite number of them
 
@Bálint eh, just storing X/Y coordinates for decently sized chunks is barely any data
 
nwp
Typically you only save the seed and re-run the random generation. You implement the minimum distance feature by making the generator obey that rule for every seed.
 
That has issues if you ever change the algorithms
 
4:22 PM
@KevinvanderVelden So the sector idea should work then
 
Might be better to do a pre-pass where you decide all the spots to spawn something in advance
@Bálint yeah should be fine
If testing ever indicates it's actually quite a bit of data you can optimize it then
 
nwp
@KevinvanderVelden "decide all" and "infinite world" is contradictory.
 
@nwp So are computer and infinite
 
user92578
user image
2
 
user92578
well that went exactly as expected
 
4:25 PM
hahahhaha
 
nwp
That is some very aggressive goop. Leave it in as an easter egg.
 
definitely one for the blooper reel
 
nwp
After the goop gets shot at for 10 minutes or something.
 
user92578
adding in a spring-based system so that the liquid can nicely react when the player falls in
 
Dampening is supposed to be <1? =p
 
user92578
4:27 PM
It is!
 
user92578
well, the spring constant is, I don't think I have dampening in
 
user92578
tbh the tutorial I followed wasn't very good, it's totally possible that it's just wrong
 
user92578
Maybe I really do need damping?
 
yes
without damping, the energy in the spring can increase without limit
which appears to be what's happening there
 
user92578
ah yes good thing the physics major is in
 
4:31 PM
:)
 
nwp
@KevinvanderVelden Apparently not true since it was just done accidentally :P
 
It'll eventually overflow =p
 
@Tyyppi_77 The reaction between acid and skin is rarely nice
 
user92578
:D
 
4:51 PM
hahah
 
user92578
 
ooh
 
nwp
Seeing that nice unreachable weapon will probably annoy some people.
 
user92578
oh yeah I should destroy that
 
well, eventually
let it dissolve with nice anim
 
nwp
4:53 PM
I hope it produces a satisfying "Pfffsshhh" sound.
 
5:11 PM
There, I think you've got it now!
 
 
1 hour later…
6:21 PM
Storing all the chunks is perfectly fine (Minecraft does this, for example, and the type of feature you're thinking of is probably like the location of villages or fortresses there)

If you really want to avoid storage, you could have a hash function that given a (x, y, z) coordinate that returns whether there's the feature there. Or if the feature only spawns at a random time, function returns the spawn time. So Whenever the player approaches the location at t > (hash(location)) you display the feature.
hmmm about the non-overlapping If it's not extremely noticeable you could just not allow two features to spawn close to each other by placing them a certain distance back from their local cell boundaries, where "local cell" is either a simple grid or a Voronoi cell you dynamically calculate
 
6:40 PM
23
Q: How did Hitchcock enforce the "no late admission" policy for Psycho?

ThunderforgeAccording to Wikipedia, Alfred Hitchcock mandated that movie theaters could not allow late viewers to come into Psycho after it began. The most controversial move was Hitchcock's "no late admission" policy for the film, which was unusual for the time. It was not entirely original as Clouzot h...

Psycho is a great movie, for many reasons
 
 
3 hours later…
9:53 PM
So I'm trying to figure something out here.
I'm considering having a system with a bunch of modifiers to a city, which might do a variety of things.
I'm not sure what the best way is to go about implementing it.
Any suggestions?
 
nwp
10:04 PM
This is so vague you might not get anything better than "write code to implement your idea".
Modifiers sound like you can just use an ECS which you might already be using.
 
user4704
What's a city look like? What are you going to modify (for example)?
 
10:42 PM
The modifiers will affect what a city buys for what prices, how good of quality of goods the city produces, maybe how quickly it grows or other similar things.
I know it's kind of vague, sorry...
Ideally I would like to have a list of these modifiers owned by a city, so they can be displayed somehow, and have the code that does the modifications fairly separate from the code doing things the standard path.
 
nwp
10:54 PM
You probably want values for production and consumption of goods (food, tools, ...). From that you derive traits like what supplies they have/need and who they trade with. You can have cities grow without having to run code (you just look at the time the town has been producing/consuming and extrapolate when the player actually sees it). Ideally you manage a thriving economy with growing/shrinking towns, trading, immigration and so on with just a couple of integers and a growing function.
 
Sure, that's what I'm going to work towards, but I'm trying to figure out ways to tweak it.
So certain towns have preferences for certain behavior.
Ideally these would even be moddable, but I'm just struggling to get the basics figured out.
 
11:31 PM
I am having issues running the Elder Scrolls Battlespire demo through DOSBox. Whenever I give it the file directory to the appplication, it says "You need to type 'spire <return>' to run the game". Typing this does nothing. Can someone help?
 
It probably need to be run from a batch file.
 

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