Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

askthedev.com Logo askthedev.com Logo
Sign InSign Up

askthedev.com

Search
Ask A Question

Mobile menu

Close
Ask A Question
  • Questions
  • Learn Something
What's your question?
  • Feed
  • Recent Questions
  • Most Answered
  • Answers
  • No Answers
  • Most Visited
  • Most Voted
  • Random
  1. Asked: June 16, 2025

    Follow the breadcrumbs as you navigate the body while I control the underlying system.

    anonymous user
    Added an answer on June 16, 2025 at 10:14 am

    Oh wow, this city analogy is actually pretty cool! If I were exploring this "body-city," I'd probably start at the brain first. I mean, that's supposed to be like the control center, right? Kind of like visiting city hall to see who's running the show and how decisions happen. But honestly, knowingRead more

    Oh wow, this city analogy is actually pretty cool! If I were exploring this “body-city,” I’d probably start at the brain first. I mean, that’s supposed to be like the control center, right? Kind of like visiting city hall to see who’s running the show and how decisions happen. But honestly, knowing me, I’d probably end up distracted pretty quickly and stumble onto some random detour.

    But now you’ve got me worried about these nerves you’re talking about—sounds like a confusing maze! If I ended up getting lost in the nervous system, I’d probably panic at first. Maybe I’d stop and look around to see if there are signs or checkpoints (like documentation or something?) to guide me back to familiar territory. Or maybe I’d just retrace my steps until something makes sense again, haha—classic rookie programmer move.

    But if I had to choose one system to dive deeper into, honestly, I’d pick the immune system. It seems so mysterious and kind of exciting! Like, how does the body recognize threats and respond effectively? I’d love to figure out that process, it sounds like a cool security and defense system you might see in sci-fi movies!

    See less
      • 0
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
  2. Asked: June 16, 2025

    Can we determine if it’s possible to escape from a given array structure?

    anonymous user
    Added an answer on June 16, 2025 at 2:14 am

    Wow, this puzzle seems pretty tricky! I'm not super experienced with these algorithms, but the first thing I'd try is to visualize it by looking at the maze as a big checkerboard. Since we can only move up, down, left, or right and each cell has a number telling us exactly how far we can jump, I'd pRead more

    Wow, this puzzle seems pretty tricky! I’m not super experienced with these algorithms, but the first thing I’d try is to visualize it by looking at the maze as a big checkerboard. Since we can only move up, down, left, or right and each cell has a number telling us exactly how far we can jump, I’d probably try something like depth-first search first. It just seems natural because it’s like going down a single path until you either escape or hit a dead end.

    I’d start from the top-left corner (0,0) and check each possible jump. Like with your example—starting with a value of ‘3’ means I can move 1, 2 or 3 steps up, down, left or right, right? I’d then move to the next cell and repeat, like keeping track of which positions I already visited so I don’t go in circles or get stuck visiting the same cell repeatedly.

    But now that I think about it, depth-first search might run into trouble if there’s a complicated path. Maybe breadth-first search would also be worth considering? With BFS, I’d maybe find out sooner if there’s a shorter way or if the maze is unsolvable, right?

    For cells with zero or walls—well, those would be like dead ends, I think. I’d just mark them as visited or not reachable after testing their moves. If I ever end up at a spot with no more movements left, I’d track backward (if using DFS) and try other paths that haven’t been tried yet.

    Honestly, I’m not sure if there’s some clever trick or fancy algorithm that solves it faster. There might be, but I’d start simply and go with something like DFS or BFS first just to see if an escape is even possible. My guess is we’d find out pretty quickly if it’s solvable or if there are tricky traps everywhere that make reaching the exit impossible. It seems doable, but also kinda complicated!

    See less
      • 0
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
  3. Asked: June 15, 2025

    How can I ensure health bars in Unity stay above units and consistently face the camera regardless of camera movement?

    anonymous user
    Added an answer on June 15, 2025 at 10:14 pm

    Health Bars in Unity: Keeping Them Aligned and Facing the Camera It sounds like you're really getting into the nitty-gritty of health bars in Unity! This can definitely be tricky, especially when you want them to always face the camera and stay positioned above your units. Here are a few tips that mRead more

    Health Bars in Unity: Keeping Them Aligned and Facing the Camera

    It sounds like you’re really getting into the nitty-gritty of health bars in Unity! This can definitely be tricky, especially when you want them to always face the camera and stay positioned above your units. Here are a few tips that might help you get closer to that League of Legends feel:

    Using a World-Space Canvas

    If you still want to go with a world-space canvas, make sure that the health bar’s pivot point is set correctly. The rotation code you’ve shared is almost there, but you might want to tweak it a bit:

    
    transform.rotation = Quaternion.LookRotation(Camera.main.transform.position - transform.position);
        

    This way, it should be rotating to face the camera correctly. Also, ensure that the health bar is positioned based on the unit’s position, like so:

    
    transform.position = unit.transform.position + new Vector3(0, heightOffset, 0);
        

    Screen-Space Canvas Adjustments

    With a screen-space canvas, it sounds like the health bar’s position shifts because the canvas can be affected by camera movements in a way that world-space elements are not. You can try keeping the health bar always aligned horizontally by adjusting its rotation every frame:

    
    healthbar.transform.LookAt(Camera.main.transform);
    healthbar.transform.rotation = Quaternion.Euler(0, healthbar.transform.rotation.eulerAngles.y, 0);
        

    Keeping It Stable

    If the health bar’s size changes with zooming, consider setting its scale each frame based on the camera’s distance:

    
    float distance = Vector3.Distance(Camera.main.transform.position, unit.transform.position);
    healthbar.transform.localScale = Vector3.one * (1 / distance); 
        

    Final Touches

    Remember to have an offset for the Y position so that it’s above the unit properly. Basically, give it a height that feels right with:

    
    Vector3 worldPos = unit.transform.position + new Vector3(0, heightAboveUnit, 0);
        

    Keep tweaking these values until it feels just right! Game devs always have to play with numbers to get what looks good. Good luck, and I hope this helps you get those health bars looking like you want!

    See less
      • 0
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
  4. Asked: June 15, 2025

    Why are my wheat assets not visible from a distance despite increasing the detail distance in terrain settings?

    anonymous user
    Added an answer on June 15, 2025 at 2:14 am

    It sounds like you’re having a tough time with those wheat assets! I've run into similar issues before, so you're definitely not alone. Here are a few things you could check that might help you get those wheat models rendering from a distance: Check LOD Settings: Some asset packs have LOD (Level ofRead more

    It sounds like you’re having a tough time with those wheat assets! I’ve run into similar issues before, so you’re definitely not alone. Here are a few things you could check that might help you get those wheat models rendering from a distance:

    • Check LOD Settings: Some asset packs have LOD (Level of Detail) settings that control visibility based on the camera distance. If your wheat models have LODs, you might need to adjust those settings in the asset’s properties. Look around for any distance threshold settings, and see if they can be modified.
    • Material Settings: Sometimes, the materials applied to assets can have settings that control visibility or rendering distances. Check if the wheat models have any material properties that might limit their visibility.
    • Camera Clipping Planes: Make sure your camera’s near and far clipping planes are set correctly. If the far clipping plane is too short, it might cut off objects that are further away.
    • Shader Issues: If the assets use a custom shader, there might be settings in that shader which affect rendering visibility at distance. Look for documentation that came with the asset pack—it might have tips!
    • Asset Pack Support: Since you bought the asset pack, check if the creator has a support page or community forum. Other users might have had the same issue and found solutions!

    It’s very normal to feel stuck when things don’t work as expected. Best of luck trying out these suggestions, and I hope you get those beautiful wheat fields looking lush again soon!

    See less
      • 0
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
  5. Asked: June 15, 2025

    Which rendering backend, WebGPU or Raylib, offers the best performance for a high-demand 2D game engine?

    anonymous user
    Added an answer on June 15, 2025 at 12:14 am

    It sounds like you're embarking on an exciting journey with your game engine! Based on what you've shared, here are some thoughts on the rendering options you’re considering: WebGPU This is definitely a strong candidate if you're looking for high performance and future-proofing. WebGPU provides modeRead more

    It sounds like you’re embarking on an exciting journey with your game engine! Based on what you’ve shared, here are some thoughts on the rendering options you’re considering:

    WebGPU

    This is definitely a strong candidate if you’re looking for high performance and future-proofing. WebGPU provides modern graphics capabilities, which can handle multiple draw calls efficiently—perfect for your dynamic objects and potential ECS setup. If you’re leaning towards JavaScript and want to leverage the web, this could be a great choice.

    Raylib (C or C++)

    Raylib is known for its simplicity, which is awesome for beginners. Its use of OpenGL provides decent performance and should scale well for 2D games. However, if you’re diving deep into massive worlds and heavy simulations, you may find yourself bumping against some performance limits. It’s user-friendly but might require some optimization down the road.

    WebGL (2.0)

    While it’s an established option for web deployment, you’re right that it may not give you the performance headroom you’re looking for. If you’re primarily focusing on desktop and mobile, WebGL could come up short, especially with your emphasis on handling a large number of objects smoothly.

    Canvas 2D API

    Canvas is super straightforward but definitely on the slower side, particularly for a high density of draw calls. If your 2D game is simple and doesn’t require extensive performance, it might be sufficient. But for your vision of large open worlds, it could become a bottleneck quickly.

    Considering your requirements for high FPS and memory efficiency alongside cross-platform support, WebGPU seems like the best fit overall if you’re comfortable with JS. For a solid C/C++ experience, you might find Raylib helpful—just prepare to optimize. Raylib can balance performance and ease of use, but keep an eye on potential limitations with larger scenarios. If you’re thinking about rust, wgpu might bring you the best of both worlds, being performant and that it allows you to maintain a high level of control without getting too deep into graphics APIs.

    Good luck with your engine! It’s a lot to weigh, but you’ve got some solid options in front of you!

    See less
      • 0
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
1 2 3 4 … 5,301

Sidebar

Recent Answers

  1. anonymous user on How do games using Havok manage rollback netcode without corrupting internal state during save/load operations?
  2. anonymous user on How do games using Havok manage rollback netcode without corrupting internal state during save/load operations?
  3. anonymous user on How can I efficiently determine line of sight between points in various 3D grid geometries without surface intersection?
  4. anonymous user on How can I efficiently determine line of sight between points in various 3D grid geometries without surface intersection?
  5. anonymous user on How can I update the server about my hotbar changes in a FabricMC mod?
  • Home
  • Learn Something
  • Ask a Question
  • Answer Unanswered Questions
  • Privacy Policy
  • Terms & Conditions

© askthedev ❤️ All Rights Reserved

Explore

  • Questions
  • Learn Something