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choas

Scheduled Pinned Locked Moved Programmer Humor
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  • S [email protected]

    Can't wait for the Disney live action movie remake of XKDC comics!

    openstars@piefed.socialO This user is from outside of this forum
    openstars@piefed.socialO This user is from outside of this forum
    [email protected]
    wrote on last edited by
    #34

    Plot twist: it will be written and created by AI:-(.

    1 Reply Last reply
    2
    • K [email protected]

      Can't you just swap x for -x. Run some unit tests just in case. We'll push to prod next Wednesday. Sound good? Got to dash, strategy meeting started 5 minutes ago. Seeyoubye.

      F This user is from outside of this forum
      F This user is from outside of this forum
      [email protected]
      wrote on last edited by
      #35

      The location that the player is visually interacting with would be different, but the world wouldn't know that. Eg. in a cutscene, the player reaches out and touches a button on a control panel. If the player's X is flipped, their left hand will be further left than their right hand, and will miss the button visually as they go to press it. Asymmetrical animations might also be fucked, ie. sidestep/jump right normally extends the left leg for leverage, but now their right leg would push off visually and they would still move right.

      K 1 Reply Last reply
      7
      • K [email protected]

        She did get her research team after all 🙂

        match@pawb.socialM This user is from outside of this forum
        match@pawb.socialM This user is from outside of this forum
        [email protected]
        wrote on last edited by
        #36

        Now try to identify if it's a fish

        thebat@lemmy.worldT 1 Reply Last reply
        14
        • U [email protected]

          Well, sure, with an image classifier, the bird identification is doable. I'm sure I could implement that if I went looking for some open source thingamabob that does that. But it's still not something I could actually understand. That part definitely hasn't changed over the years.

          F This user is from outside of this forum
          F This user is from outside of this forum
          [email protected]
          wrote on last edited by [email protected]
          #37

          Having taken an ML class, with some of my college notes I could do this and "understand" it... but the weights would still be a black box. AI training is black (box) magic.

          1 Reply Last reply
          7
          • S [email protected]

            As another mod maker/game tinkerer...

            Genuinely, how did you fix this?

            If I understand this right, the problem would be... ignoring certain collision meshes/hulls while in grapple movement mode... but then if you stop your grapple while basically inside or intersecting with those meshes/hulls, now insane nonsense happens, right?

            ...

            Assuming this is an OoT hookshot style, just throw the player directly at the grapple end point thing, and not a more complex and realistic 'throwing and climbing a rope like a mountain climber' style grapple... the way I would try to address this would be:

            Give the grapple movement mode some kind of shut down mechanism/recovery.

            Like... oh the player is still trying to grapple toward point A... but they aren't moving at anywhere near the speed they would be if they were unobstructed, cancel the grapple mechanic.

            Or: oh, the player is in grapple movement mode, but they collided with something, and they're nowhere near the grapple end point, stop the grapple mechanic and stop moving them.

            For either (or both) of these, at the end now transition the player into some kind of specifically designed 'grapple mode has failed due to an obstruction' state, where the player now gets some amount of damage, a 'collided into object' animation, during which the player gets repositioned into a 'collison safe/no collision violation' nearest position, like a 'get unstuck' check in an mmo or something.

            Or another way would be: before the player actually begins being moved by the grapple... do the vector trace from the player, to the end point, and around that vector, quickly draw a large box, rectangular cuboid, perhaps with endcaps of some kind... that just projects what the straight line movement of the player's collision hull would be... maybe make it a bit bigger than the player's collision hull just to be safe...

            ...just 'draw' that real quick, if it intersects with anything, no can do chief, grapple attempt fails, doesn't engage.

            That would at least work for static world objects that don't move, you'd still also need one or both of the above methods to handle colliding with things that can move, npcs, other dynamic objects.

            F This user is from outside of this forum
            F This user is from outside of this forum
            [email protected]
            wrote on last edited by
            #38

            You could plausibly implement some physics to deal with it. If the player is moving into a surface, move them along the part of their grapple movement component that's perpendicular to that surface. This will allow them to slide along walls/floors/ceilings realistically. For the case where they need to move "through" a small object, you could treat their collision as a sphere and have it collide with the object; for small objects, this could let them pass by. Eg. for grappling sideways over a small rock on the ground, their point of collision would be mostly below them and a bit to the right, but they're being pulled mostly straight to the right, so they would move perpendicular to the point of contact and move up-right over the rock, then continue their grapple path. Depending on your game's physics system there are other solutions, but for a typical game engine, that should work well.

            S 1 Reply Last reply
            0
            • nokturne213@sopuli.xyzN [email protected]

              I just want a game that lets my avatar be left handed.

              W This user is from outside of this forum
              W This user is from outside of this forum
              [email protected]
              wrote on last edited by
              #39

              Counterstrike did that over 25 years ago. Yikes I'm old

              1 Reply Last reply
              2
              • nokturne213@sopuli.xyzN [email protected]

                I just want a game that lets my avatar be left handed.

                buboscandiacus@mander.xyzB This user is from outside of this forum
                buboscandiacus@mander.xyzB This user is from outside of this forum
                [email protected]
                wrote on last edited by
                #40

                Hahah

                No.

                1 Reply Last reply
                1
                • K [email protected]

                  Can't you just swap x for -x. Run some unit tests just in case. We'll push to prod next Wednesday. Sound good? Got to dash, strategy meeting started 5 minutes ago. Seeyoubye.

                  anunusualrelic@lemmy.worldA This user is from outside of this forum
                  anunusualrelic@lemmy.worldA This user is from outside of this forum
                  [email protected]
                  wrote on last edited by
                  #41

                  Ok, but all your dialogue will be spoken backwards.

                  H K K 3 Replies Last reply
                  5
                  • F [email protected]

                    Always have to remind myself of this when managers ask me if something could be done. If it's easy, I naturally get a little annoyed that they're even asking. But knowing that is my job, not theirs, and it's good that they ask. There's lots of places where they assume and things go badly.

                    F This user is from outside of this forum
                    F This user is from outside of this forum
                    [email protected]
                    wrote on last edited by
                    #42

                    It’s always nice of them to ask

                    1 Reply Last reply
                    6
                    • deceptichum@quokk.auD [email protected]
                      This post did not contain any content.
                      sirico@feddit.ukS This user is from outside of this forum
                      sirico@feddit.ukS This user is from outside of this forum
                      [email protected]
                      wrote on last edited by
                      #43

                      Shadows in the real world a lack of energy
                      Shadows in games imma need it all boss

                      1 Reply Last reply
                      10
                      • nokturne213@sopuli.xyzN [email protected]

                        I just want a game that lets my avatar be left handed.

                        F This user is from outside of this forum
                        F This user is from outside of this forum
                        [email protected]
                        wrote on last edited by
                        #44

                        changes all weapons to be two-handed

                        This way, no one will complain and there’s only one thing to maintain!

                        nokturne213@sopuli.xyzN 1 Reply Last reply
                        4
                        • S [email protected]

                          Game director : we’re gonna add interact-able doors with proper door opening animations for the characters

                          The game designers:

                          The programmers and artists:

                          The producers:

                          M This user is from outside of this forum
                          M This user is from outside of this forum
                          [email protected]
                          wrote on last edited by
                          #45

                          Now we need to decide in the case of collisions if:

                          • Doors violently push anyone out of the way, possibly "crushing" them into walls or
                          • Force themselves back closed, turning any random NPC / obstacle on the other side into an unbeatable lock or
                          • Just trap an unfortunate NPC in a corner on the other side, or
                          • If they use the physics system to swing open, in which case they'll look smooth but possibly bonk the player/actor going through them a few times and could potentially (and comically) insta-kill them if physics is feeling grumpy.

                          The frustratingly comedic unintended results of any choice makes for great organic marketing though.

                          Gamedev is magical.

                          Aside: Know what did this really well though? Resident Evil games after RE:4.

                          The ability to "slowly quietly open", and then at any time decide to violently action-hero kick it open to send a zombie on the other side flying, was genius.

                          E R 2 Replies Last reply
                          17
                          • S [email protected]

                            As another mod maker/game tinkerer...

                            Genuinely, how did you fix this?

                            If I understand this right, the problem would be... ignoring certain collision meshes/hulls while in grapple movement mode... but then if you stop your grapple while basically inside or intersecting with those meshes/hulls, now insane nonsense happens, right?

                            ...

                            Assuming this is an OoT hookshot style, just throw the player directly at the grapple end point thing, and not a more complex and realistic 'throwing and climbing a rope like a mountain climber' style grapple... the way I would try to address this would be:

                            Give the grapple movement mode some kind of shut down mechanism/recovery.

                            Like... oh the player is still trying to grapple toward point A... but they aren't moving at anywhere near the speed they would be if they were unobstructed, cancel the grapple mechanic.

                            Or: oh, the player is in grapple movement mode, but they collided with something, and they're nowhere near the grapple end point, stop the grapple mechanic and stop moving them.

                            For either (or both) of these, at the end now transition the player into some kind of specifically designed 'grapple mode has failed due to an obstruction' state, where the player now gets some amount of damage, a 'collided into object' animation, during which the player gets repositioned into a 'collison safe/no collision violation' nearest position, like a 'get unstuck' check in an mmo or something.

                            Or another way would be: before the player actually begins being moved by the grapple... do the vector trace from the player, to the end point, and around that vector, quickly draw a large box, rectangular cuboid, perhaps with endcaps of some kind... that just projects what the straight line movement of the player's collision hull would be... maybe make it a bit bigger than the player's collision hull just to be safe...

                            ...just 'draw' that real quick, if it intersects with anything, no can do chief, grapple attempt fails, doesn't engage.

                            That would at least work for static world objects that don't move, you'd still also need one or both of the above methods to handle colliding with things that can move, npcs, other dynamic objects.

                            J This user is from outside of this forum
                            J This user is from outside of this forum
                            [email protected]
                            wrote on last edited by
                            #46

                            I don't know the "right" answer, but I set it so if you hit something, it plays out some checks similar to as you described:

                            • If we collide with something but its only waist high, then we will have the player stop the grapple and attempt to vault over whatever it is.

                            • If we collide with something and its more than waist high, then we wait for a very small delay and see if we made any progress towards our destination. If not, end the grapple because something is in the way.

                            • Ignore all collision damage otherwise when grappling. Either we get stopped on the way and give up, or make it and then end the grapple.

                            ... And last but most horrible of all:

                            • Do a completely different set of checks if the player is underwater when the collision happens.

                            All my games are janky though so I don't think this is some ideal setup.

                            Edit: Cleaned up the collision damage part as I thought I handled it differently.

                            S 1 Reply Last reply
                            1
                            • F [email protected]

                              changes all weapons to be two-handed

                              This way, no one will complain and there’s only one thing to maintain!

                              nokturne213@sopuli.xyzN This user is from outside of this forum
                              nokturne213@sopuli.xyzN This user is from outside of this forum
                              [email protected]
                              wrote on last edited by
                              #47

                              You can hold a two handed weapon favoring the left, or the right.

                              F 1 Reply Last reply
                              6
                              • S [email protected]

                                Game director : we’re gonna add interact-able doors with proper door opening animations for the characters

                                The game designers:

                                The programmers and artists:

                                The producers:

                                D This user is from outside of this forum
                                D This user is from outside of this forum
                                [email protected]
                                wrote on last edited by
                                #48

                                FROM Software: Fuck that, we're doing fog-walls.

                                1 Reply Last reply
                                13
                                • F [email protected]

                                  You could plausibly implement some physics to deal with it. If the player is moving into a surface, move them along the part of their grapple movement component that's perpendicular to that surface. This will allow them to slide along walls/floors/ceilings realistically. For the case where they need to move "through" a small object, you could treat their collision as a sphere and have it collide with the object; for small objects, this could let them pass by. Eg. for grappling sideways over a small rock on the ground, their point of collision would be mostly below them and a bit to the right, but they're being pulled mostly straight to the right, so they would move perpendicular to the point of contact and move up-right over the rock, then continue their grapple path. Depending on your game's physics system there are other solutions, but for a typical game engine, that should work well.

                                  S This user is from outside of this forum
                                  S This user is from outside of this forum
                                  [email protected]
                                  wrote on last edited by
                                  #49

                                  You could plausibly implement some physics to deal with it. If the player is moving into a surface, move them along the part of their grapple movement component that's perpendicular to that surface.

                                  That just is running into the problem the original comment was trying to avoid in the first place:

                                  You are constantly jamming into the surface and doing a whole bunch of collision checks to basically scrape the player across the surface...

                                  ...because you have to keep doing those checks in a loop untill you determine the obstacle is finally cleared, and then switch back to unrestricted or 'normal' grapple-movement.

                                  You have to keep doing 3d vector collision mesh check calculations for the whole time the player is being 'scraped'... because you don't know when to switch 'perpendicular movement only' mode off, otherwise... so this is inefficient.

                                  Assuming this is a 3D environment... there's no way you can just totally null out one dimension of the movement vector unless the player is perfectly perpendicular hitting a perfectly perpendicular surface.

                                  If your level design is any degree of complex, with objects beyond basically perfect boxes that are all perfectly orientes to the world grid... and if the player is allowed to rotate... this doesn't work, your calcs still always involve 3 dimensions.

                                  What you're saying might work in a 2D game... or I guess 2.5D, maybe?... but it wouldn't work in a 3D game.

                                  ...

                                  Something possibly, sort of like what you've described, I think? but not really?... another idea that might work would be:

                                  Upon detecting a collision, before the player has gotten to the grapple end point... the grapple movement basically complexifies with more nodes.

                                  So you use a pathfinding algorithm to draw, instead of just a line between two points... now you have a point of origin where the player is, the end point, and a third point that is off to the side of the obstruction.

                                  Now for that first segment, now the grapple pulls the player perpendicular to the obstruction surface, so it isn't constantly colliding and doing friction... and then when the player clears the obstruction, hits that midpoint, the movent vector changes.

                                  This is basically what I described with doing the 'draw a giant skinny box' to check if a player can do an unobstructed grapple... but now more complicated as it involves 3D pathfinding...

                                  This could possibly work, but it would take a good deal more work to optimize this, to make your entire world work with 3d path finding... normally, nav meshes are just done on more or less flat ground, up to some degree of incline... but now you also have to do this on literally all surfaces.

                                  Again... this might work ... but it would take a lot of game dev work to implement, as you'd have to fully 3d navmesh every level... and this potentially would not handle complex surfaces well.

                                  3D, aerial pathfinding in a very complex environment ... to my knowledge, still isn't really a thing many games have done very well, efficiently, with a general system. It usually just a bunch of manually placed aerial nav nodes, particular to the level itself... very intensive, manual work.

                                  ...

                                  This will allow them to slide along walls/floors/ceilings realistically.

                                  You have an odd definition of 'realistically'.

                                  ...

                                  For the case where they need to move "through" a small object, you could treat their collision as a sphere...

                                  Whoah whoah whoah wow ok gotta stop you there.

                                  Spheres tend to be the absolute worst objects to use in a collision mesh or hull, because they are comprised of far, far more tris or rects than a box.

                                  This is a terrible idea.

                                  There is a reason hitboxes... are called 'boxes'.

                                  ...and have it collide with the object; for small objects, this could let them pass by.

                                  I think what you are trying to describe is a common concept in games where many objects that are basically... clutter, vegetation, extra fluff... they just do not interact with the player collision mesh/hull at all, for many parts of the engine/game.

                                  Like a uh, a small pile of trash or rock that doesn't interact with the core player movement controller, but it might interact with an inverse kinematics system that slightly modifies the player's animation so that their foot rests on top of the rubble or rock.

                                  But uh... doing a 'estimate everything's size by bounding it with a sphere and then negating movement collision if its small?'

                                  This is not something you'd want to call when the grapple attempt is started, it'd be a massive stutter or slowdown, you'd have to index every object in the level... and you'd end up with like, if you have a pile or array of many small things, all together... well individually they are all small, so you can phase through a pile of many small things that is in totality actually large.

                                  This is the kind of thing you just design your whole game and level and objects around from the ground up.

                                  Eg. for grappling sideways over a small rock on the ground, their point of collision would be mostly below them and a bit to the right, but they're being pulled mostly straight to the right, so they would move perpendicular to the point of contact and move up-right over the rock, then continue their grapple path. Depending on your game's physics system there are other solutions, but for a typical game engine, that should work well.

                                  Again this 'solution' of yours (which just entirely abandons the concept of just not colliding with small objects, which you literally just described) just causes the problem the original comment was trying to avoid: having to do a whole bunch of collision calcs every time any obstacle is encountered.

                                  ... You speak as if you know what you are talking about, but you clearly do not.

                                  Have you ever actually mocked up a 3 physics scenario in a game engine, or modded an existing game in a manner that is very reliant on or interactive with its physics engine?

                                  F 1 Reply Last reply
                                  0
                                  • tja@sh.itjust.worksT [email protected]

                                    This comic is so old, that both should be rather easy now

                                    U This user is from outside of this forum
                                    U This user is from outside of this forum
                                    [email protected]
                                    wrote on last edited by
                                    #50

                                    It took almost exactly 5 years from publication for that to be commonplace.

                                    1 Reply Last reply
                                    7
                                    • J [email protected]

                                      I don't know the "right" answer, but I set it so if you hit something, it plays out some checks similar to as you described:

                                      • If we collide with something but its only waist high, then we will have the player stop the grapple and attempt to vault over whatever it is.

                                      • If we collide with something and its more than waist high, then we wait for a very small delay and see if we made any progress towards our destination. If not, end the grapple because something is in the way.

                                      • Ignore all collision damage otherwise when grappling. Either we get stopped on the way and give up, or make it and then end the grapple.

                                      ... And last but most horrible of all:

                                      • Do a completely different set of checks if the player is underwater when the collision happens.

                                      All my games are janky though so I don't think this is some ideal setup.

                                      Edit: Cleaned up the collision damage part as I thought I handled it differently.

                                      S This user is from outside of this forum
                                      S This user is from outside of this forum
                                      [email protected]
                                      wrote on last edited by [email protected]
                                      #51

                                      Yep, those first 3 are either exactly or almost exactly what I ended up with when I toyed around with making something similar, haha.

                                      Honestly, I think what you are describing as 'janky workarounds'... are actually how you do this right, they are 'efficiently implemented game mechanics'.

                                      Maybe the code could be cleaned up and de-spaghettified a bit, but I've seen many other systems like this in many games and mods.

                                      If it seems stupid, but it works... it isn't stupid.

                                      The word for that is actually 'clever'.

                                      ... you'd be amazed how much enterprise level business software, for instance, relies on some weird ancient library or function that literally has a comment in the code that says "I do not know why this works, but it does, DO NOT CHANGE".

                                      .....

                                      But also: oh god WATER.

                                      Fuck video game water rofl.

                                      I feel your pain.

                                      1 Reply Last reply
                                      2
                                      • K [email protected]

                                        Can't you just swap x for -x. Run some unit tests just in case. We'll push to prod next Wednesday. Sound good? Got to dash, strategy meeting started 5 minutes ago. Seeyoubye.

                                        B This user is from outside of this forum
                                        B This user is from outside of this forum
                                        [email protected]
                                        wrote on last edited by
                                        #52

                                        As a programmer, I've learned to cringe at any suggestion from someone that starts with "can't you just". Cause I guarantee you, I can't "just" do that. It's way more complicated than just.

                                        K 1 Reply Last reply
                                        7
                                        • deceptichum@quokk.auD [email protected]
                                          This post did not contain any content.
                                          L This user is from outside of this forum
                                          L This user is from outside of this forum
                                          [email protected]
                                          wrote on last edited by [email protected]
                                          #53

                                          Way back in the 90s I did a contract job at MS Research on a project called "V-Worlds" - a world simulator similar to the Doom or Quake engine, but it was browser-based and everything was a script, so changing how the world worked didn't mean you had to restart a server, just change the scripts and new stuff would appear right in front of you.

                                          Anyway the concept of adding accessories to the player's avatar and even having a pet follow you around came up, and I remember there was an involved discussion of how difficult/impossible that would be. The player's avatar was a special object class that represented a user, and didn't have the same capabilities as ordinary objects in the world. I remember asking, "Why isn't the avatar just a world object the player happens to control? Then you could do all kinds of cool stuff like let the player transform into something else just by switching objects, or let another player run your character." Dead silence. I was just a contractor, what did I know?

                                          C M 2 Replies Last reply
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