Okay, here goes nothing! So, I'm kind of new to programming, but this "inverse square root" thing got me curious too because of the famous Quake III code. I watched some videos about it and tried a basic JavaScript version that's not very fancy, but it's short and does the job: // Basic inverse squaRead more
Okay, here goes nothing!
So, I’m kind of new to programming, but this “inverse square root” thing got me curious too because of the famous Quake III code. I watched some videos about it and tried a basic JavaScript version that’s not very fancy, but it’s short and does the job:
// Basic inverse square root
const invSqrt = x => 1 / Math.sqrt(x);
console.log(invSqrt(4)); // should print 0.5
I know, it’s not fancy! Basically, I just used JavaScript’s built-in functions (I didn’t even know about this trick until recently 😂). I think the famous “fast inverse square root” function is pretty clever because it uses weird bit hacking stuff I’m still trying to understand. But I read it’s mainly used when trying to optimize performance—like in intense game coding situations?
Anyway, I just chose this simple approach because it seemed the most straightforward for beginners (like me). Looking forward to seeing how others tackle this! Maybe someone here can make a super short one-liner in another language? 😄
Highlighting UI Fields in Unity It sounds like you're on the right track with your Unity project! For changing the opacity of specific fields in your UI without affecting the whole image, you have a few options. 1. Using Canvas Groups A simple way to manage opacity is to use a CanvasGroup. You can cRead more
Highlighting UI Fields in Unity
It sounds like you’re on the right track with your Unity project! For changing the opacity of specific fields in your UI without affecting the whole image, you have a few options.
1. Using Canvas Groups
A simple way to manage opacity is to use a CanvasGroup. You can create a CanvasGroup component for each of the fields you want to highlight. The alpha value of the CanvasGroup can be tweaked based on user interaction or conditions:
// Example of changing alpha on interaction:
CanvasGroup canvasGroup = GetComponent<CanvasGroup>();
canvasGroup.alpha = 0.5f; // Change to desired opacity
2. Custom Shaders
If you’re feeling adventurous and want to go down the shader route, you can create a simple shader that only modifies the opacity of certain areas of your UI. You don’t have to go for something too complex!
In your UI, you can set the _Opacity value dynamically when the user interacts with specific fields.
3. Using Animator Components
An alternative might be to use Unity’s Animator. You can create animations that change the opacity of your UI elements. This might be an easier path if you aren’t comfortable with coding and shaders!
Final Thoughts
Choose the method that fits best with your skill level and the complexity of your project. If you’re just starting with shaders, the CanvasGroup method might be the best and simplest option to get you going without getting too deep into shader programming. Good luck, and have fun making your UI shine!
Dealing with Instanced Stereo Errors on Your 730 GT Totally get where you’re coming from! Those pesky instanced stereo issues can really throw a wrench in your gaming groove, especially with older games that you want to enjoy. Here are a few ideas and tips that might help 1. Graphic Settings First oRead more
Dealing with Instanced Stereo Errors on Your 730 GT
Totally get where you’re coming from! Those pesky instanced stereo issues can really throw a wrench in your gaming groove, especially with older games that you want to enjoy. Here are a few ideas and tips that might help
1. Graphic Settings
First off, check out your NVIDIA Control Panel. Sometimes, tweaking the 3D settings can make a difference. Look for options like:
Disabling “Instanced Stereo” (you already mentioned this, but try it in different configurations).
Switching the power management mode to “Prefer maximum performance.”
Adjusting Antialiasing and Vertical Sync settings may help too!
2. Configuration Files
For some games, you can manually edit configuration files. Look for files named something like settings.ini or config.xml in the game’s directory. Sometimes just changing a value or two can help:
Search for settings related to “stereo” or “3D” and try altering them.
Backup the original file before making changes, just in case!
3. Community Insights
Forum threads are a treasure trove of advice. You might find someone who experienced the same problem and posted their own solution:
Check places like Reddit or specialized gaming forums.
Look up your specific games with “instanced stereo” for tailored advice.
4. Tools and Utilities
As for tools, try MSI Afterburner or GeForce Experience. They might help you fine-tune your settings without getting too complex:
MSI Afterburner is great for overclocking and can show you the current performance metrics.
GeForce Experience can optimize settings for individual games.
5. Try Compatibility Modes
If you’re playing older titles, right-click the game’s executable file and check compatibility settings. Sometimes running games in compatibility mode for (Windows 7/8) helps with older graphics cards.
Keep the hope alive! You’re not alone in this. A lot of folks have wrestled with getting older hardware to work with classic games. Good luck, and may you solve this puzzle!
Setting up a dedicated game server with Unity and Docker sounds like quite the adventure! I feel you on the confusion around the whole process, especially with how Unity handles builds. First off, the two-stage build can seem like a hassle, but it’s there to help keep your final image size down andRead more
Setting up a dedicated game server with Unity and Docker sounds like quite the adventure! I feel you on the confusion around the whole process, especially with how Unity handles builds. First off, the two-stage build can seem like a hassle, but it’s there to help keep your final image size down and separate the build dependencies from the runtime. Here are some thoughts and tips that might help.
Managing the Two-Stage Build
One way to handle the two-stage build more effectively is to create a Dockerfile that does the heavy lifting in the first stage. For instance, you can start by installing the necessary build tools and dependencies, then copy over your Unity project files for building in the second stage. Here’s a basic idea:
FROM unityci/editor:latest AS builder
WORKDIR /app
COPY . .
RUN ./build.sh # Your build script
FROM ubuntu:20.04
WORKDIR /app
COPY --from=builder /app/build .
CMD ["./your_unity_server_executable"]
This way, you keep your runtime environment clean and slim.
Command Line Control
Using the command line is definitely the way to go for managing your server! After running your server, consider setting up a simple API with something like Flask or Node.js. That way, you can send HTTP requests to manage the server—starting, stopping, or even sending game commands. Just make sure your server’s firewall allows those requests!
Useful Tools
Check out Docker Compose as it’s super handy for managing multi-container apps if you need a database or other services alongside your game server. Also, some people use shell scripts for managing server state or configuration; they can make repetitive tasks much easier.
Community and Resources
Don’t forget to dive into developer forums or communities like Reddit or Stack Overflow. There’s a chance someone else has had the same struggles and can share what worked for them. Plus, there are plenty of video tutorials and blog posts out there that can offer step-by-step guidance!
Hope this helps a bit! Best of luck with your server setup!
Dealing with cyclic dependencies in a dynamic stat system can be a real puzzle, right? It sounds like you're on the right track, but it can get tricky when you start to create interdependencies like that. Using a hash set to track which stats are being updated is a solid idea! This way, you can avoiRead more
Dealing with cyclic dependencies in a dynamic stat system can be a real puzzle, right? It sounds like you’re on the right track, but it can get tricky when you start to create interdependencies like that.
Using a hash set to track which stats are being updated is a solid idea! This way, you can avoid infinite loops by checking if you’re already in the process of updating a stat. If it is, you can skip the update, which should help keep things from spiraling out of control.
Another approach to consider is using a “dirty” flag system. When a stat is updated, you can mark it and then only do a full refresh of dependent stats at the end of your game loop or at specific intervals. This way, you can collect all changes and process them in one go, helping to prevent those back-and-forth updates. You can also decide which stats need to be recalculated and which don’t, based on the changes made.
If you feel like diving deeper into this, you might also explore the idea of event-driven systems. Instead of direct dependencies, you could have events trigger updates. For example, if Health changes, it sends an event that Strength listens for, allowing it to update only when necessary, not in immediate response. This can help decouple the direct links between the stats.
Lastly, it’s always a good idea to keep an eye on your system design. Sometimes simplifying your interactions or establishing a clear hierarchy of dependencies can make a big difference. Instead of all stats being able to affect each other, perhaps limit it to a few key stats that can influence others in a controlled way.
Good luck with your stat system! It sounds like a fun challenge to tackle!
Challenge to find the shortest code for calculating the inverse square root efficiently in various programming languages.
Okay, here goes nothing! So, I'm kind of new to programming, but this "inverse square root" thing got me curious too because of the famous Quake III code. I watched some videos about it and tried a basic JavaScript version that's not very fancy, but it's short and does the job: // Basic inverse squaRead more
Okay, here goes nothing!
So, I’m kind of new to programming, but this “inverse square root” thing got me curious too because of the famous Quake III code. I watched some videos about it and tried a basic JavaScript version that’s not very fancy, but it’s short and does the job:
I know, it’s not fancy! Basically, I just used JavaScript’s built-in functions (I didn’t even know about this trick until recently 😂). I think the famous “fast inverse square root” function is pretty clever because it uses weird bit hacking stuff I’m still trying to understand. But I read it’s mainly used when trying to optimize performance—like in intense game coding situations?
Anyway, I just chose this simple approach because it seemed the most straightforward for beginners (like me). Looking forward to seeing how others tackle this! Maybe someone here can make a super short one-liner in another language? 😄
See lessHow can I change opacity of specific fields within a UI image in Unity using shaders or other methods?
Highlighting UI Fields in Unity It sounds like you're on the right track with your Unity project! For changing the opacity of specific fields in your UI without affecting the whole image, you have a few options. 1. Using Canvas Groups A simple way to manage opacity is to use a CanvasGroup. You can cRead more
Highlighting UI Fields in Unity
It sounds like you’re on the right track with your Unity project! For changing the opacity of specific fields in your UI without affecting the whole image, you have a few options.
1. Using Canvas Groups
A simple way to manage opacity is to use a
CanvasGroup
. You can create aCanvasGroup
component for each of the fields you want to highlight. Thealpha
value of the CanvasGroup can be tweaked based on user interaction or conditions:2. Custom Shaders
If you’re feeling adventurous and want to go down the shader route, you can create a simple shader that only modifies the opacity of certain areas of your UI. You don’t have to go for something too complex!
In your UI, you can set the
_Opacity
value dynamically when the user interacts with specific fields.3. Using Animator Components
An alternative might be to use Unity’s Animator. You can create animations that change the opacity of your UI elements. This might be an easier path if you aren’t comfortable with coding and shaders!
Final Thoughts
Choose the method that fits best with your skill level and the complexity of your project. If you’re just starting with shaders, the CanvasGroup method might be the best and simplest option to get you going without getting too deep into shader programming. Good luck, and have fun making your UI shine!
See lessAre there alternative methods to modify files for resolving instanced stereo errors on 730 GT graphics cards?
Dealing with Instanced Stereo Errors on Your 730 GT Totally get where you’re coming from! Those pesky instanced stereo issues can really throw a wrench in your gaming groove, especially with older games that you want to enjoy. Here are a few ideas and tips that might help 1. Graphic Settings First oRead more
Dealing with Instanced Stereo Errors on Your 730 GT
Totally get where you’re coming from! Those pesky instanced stereo issues can really throw a wrench in your gaming groove, especially with older games that you want to enjoy. Here are a few ideas and tips that might help
1. Graphic Settings
First off, check out your NVIDIA Control Panel. Sometimes, tweaking the 3D settings can make a difference. Look for options like:
2. Configuration Files
For some games, you can manually edit configuration files. Look for files named something like
settings.ini
orconfig.xml
in the game’s directory. Sometimes just changing a value or two can help:3. Community Insights
Forum threads are a treasure trove of advice. You might find someone who experienced the same problem and posted their own solution:
4. Tools and Utilities
As for tools, try MSI Afterburner or GeForce Experience. They might help you fine-tune your settings without getting too complex:
5. Try Compatibility Modes
If you’re playing older titles, right-click the game’s executable file and check compatibility settings. Sometimes running games in compatibility mode for (Windows 7/8) helps with older graphics cards.
Keep the hope alive! You’re not alone in this. A lot of folks have wrestled with getting older hardware to work with classic games. Good luck, and may you solve this puzzle!
See lessWhat are the best practices for creating and managing a Docker build for a Unity dedicated game server?
Setting up a dedicated game server with Unity and Docker sounds like quite the adventure! I feel you on the confusion around the whole process, especially with how Unity handles builds. First off, the two-stage build can seem like a hassle, but it’s there to help keep your final image size down andRead more
Setting up a dedicated game server with Unity and Docker sounds like quite the adventure! I feel you on the confusion around the whole process, especially with how Unity handles builds. First off, the two-stage build can seem like a hassle, but it’s there to help keep your final image size down and separate the build dependencies from the runtime. Here are some thoughts and tips that might help.
Managing the Two-Stage Build
One way to handle the two-stage build more effectively is to create a Dockerfile that does the heavy lifting in the first stage. For instance, you can start by installing the necessary build tools and dependencies, then copy over your Unity project files for building in the second stage. Here’s a basic idea:
This way, you keep your runtime environment clean and slim.
Command Line Control
Using the command line is definitely the way to go for managing your server! After running your server, consider setting up a simple API with something like Flask or Node.js. That way, you can send HTTP requests to manage the server—starting, stopping, or even sending game commands. Just make sure your server’s firewall allows those requests!
Useful Tools
Check out Docker Compose as it’s super handy for managing multi-container apps if you need a database or other services alongside your game server. Also, some people use shell scripts for managing server state or configuration; they can make repetitive tasks much easier.
Community and Resources
Don’t forget to dive into developer forums or communities like Reddit or Stack Overflow. There’s a chance someone else has had the same struggles and can share what worked for them. Plus, there are plenty of video tutorials and blog posts out there that can offer step-by-step guidance!
Hope this helps a bit! Best of luck with your server setup!
See lessHow can I effectively manage cyclic dependencies in a dynamic stat system without causing infinite loops during updates?
Dealing with cyclic dependencies in a dynamic stat system can be a real puzzle, right? It sounds like you're on the right track, but it can get tricky when you start to create interdependencies like that. Using a hash set to track which stats are being updated is a solid idea! This way, you can avoiRead more
Dealing with cyclic dependencies in a dynamic stat system can be a real puzzle, right? It sounds like you’re on the right track, but it can get tricky when you start to create interdependencies like that.
Using a hash set to track which stats are being updated is a solid idea! This way, you can avoid infinite loops by checking if you’re already in the process of updating a stat. If it is, you can skip the update, which should help keep things from spiraling out of control.
Another approach to consider is using a “dirty” flag system. When a stat is updated, you can mark it and then only do a full refresh of dependent stats at the end of your game loop or at specific intervals. This way, you can collect all changes and process them in one go, helping to prevent those back-and-forth updates. You can also decide which stats need to be recalculated and which don’t, based on the changes made.
If you feel like diving deeper into this, you might also explore the idea of event-driven systems. Instead of direct dependencies, you could have events trigger updates. For example, if Health changes, it sends an event that Strength listens for, allowing it to update only when necessary, not in immediate response. This can help decouple the direct links between the stats.
Lastly, it’s always a good idea to keep an eye on your system design. Sometimes simplifying your interactions or establishing a clear hierarchy of dependencies can make a big difference. Instead of all stats being able to affect each other, perhaps limit it to a few key stats that can influence others in a controlled way.
Good luck with your stat system! It sounds like a fun challenge to tackle!
See less