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: April 11, 2025

    How can I efficiently generate and load a large number of GameObjects asynchronously in Unity without causing lag?

    anonymous user
    Added an answer on April 11, 2025 at 4:16 pm

    Sounds like you're really diving into a challenging project! Generating infinite terrain with Tile GameObjects is exciting, but I totally get the performance hurdles you're facing. First off, it’s a bummer about the threading issues! Unity's not being thread-safe can really mess things up when you tRead more

    Sounds like you’re really diving into a challenging project! Generating infinite terrain with Tile GameObjects is exciting, but I totally get the performance hurdles you’re facing.

    First off, it’s a bummer about the threading issues! Unity’s not being thread-safe can really mess things up when you try to run async code. Your approach with the UnityMainThreadDispatcher was a smart move, but I see how loading many tiles at once can still grind things to a halt.

    Instead of creating or destroying tons of GameObjects all at once, have you thought about chunking your tile creation into smaller batches? This way, you can spread out the load over several frames. You could do something like:

        
        IEnumerator LoadTiles(Chunk chunk) {
            for (int i = 0; i < chunk.tiles.Length; i++) {
                // Create the GameObject for tile
                CreateTile(chunk.tiles[i]);
                if (i % tilesPerFrame == 0) {
                    yield return null; // Wait until the next frame
                }
            }
        }
        
        

    This batch-loading approach might help keep your frames smooth while still loading up your world.

    Another idea is to explore using a grid-based approach where you only instantiate tiles that are within a certain distance from the player and maybe reuse already loaded tiles when they exit the view. This way, you can minimize the number of GameObjects active at a time.

    If object pooling is something that’s tough to implement in an infinite world, consider pooling tiles that have already been created and are no longer in view, then move them back into view as needed. It can be tricky, but it might save you some serious performance.

    Coroutines can be good too, but if they still hit the main game loop too hard, think about using a combination of coroutines to yield control batch by batch or even using a job system if you get deeper into performance optimization down the line.

    Hope these ideas give you a good starting point! Good luck, and feel free to share your code snippets if you want more specific help!

    See less
      • 0
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
  2. Asked: April 11, 2025

    Transform a string into snake_case format by converting spaces and capital letters appropriately.

    anonymous user
    Added an answer on April 11, 2025 at 10:14 am

    Oh man, I feel you! Turning messy strings into nicely formatted snake_case can be quite tricky, especially when you throw punctuation or mixed capitalization into the mix. I ran into something similar recently. If you don't mind, I've been messing around mostly in Python because it's beginner-friendRead more

    Oh man, I feel you! Turning messy strings into nicely formatted snake_case can be quite tricky, especially when you throw punctuation or mixed capitalization into the mix. I ran into something similar recently.

    If you don’t mind, I’ve been messing around mostly in Python because it’s beginner-friendly and has lots of built-in tools. Here’s one idea of what we can do step-by-step:

    1. First, remove or handle punctuation characters (we can take them out or swap them for spaces).
    2. Next, convert cap letters into spaces and lowercase letters (that helps when you have CamelCase like “SnakeCaseIsFun”).
    3. Then, split everything into words, clean up leading/trailing spaces, multiple spaces, etc.
    4. Finally, join these words together with underscores and turn them all into lowercase.

    Okay, here’s a pretty simple Python example I tried that seemed to work for me:

      import re
    
      def to_snake_case(text):
          # Replace punctuation and other weird characters with spaces first
          text = re.sub(r'[^\w\s]', '', text)
          
          # Add spaces before capital letters (which helps turn CamelCase into spaced words)
          text = re.sub(r'([A-Z])', r' \1', text)
          
          # Split by spaces (handles multiple spaces automatically) and lowercase everything
          words = text.lower().split()
          
          # Join the words with underscores
          return "_".join(words)
    
      print(to_snake_case("Hello World!"))  # hello_world
      print(to_snake_case("The Quick Brown Fox Jumps Over The Lazy Dog."))  
      # the_quick_brown_fox_jumps_over_the_lazy_dog
      print(to_snake_case("   SnakeCaseIsFun "))  # snake_case_is_fun
      

    I know this might not cover every extreme case, but it does pretty well with most things thrown at it. Try it out and see if it gets you closer to what you need. What do you think? Can we tweak something or do you have more complicated examples?

    See less
      • 0
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
  3. Asked: April 11, 2025

    Why does pygame display at 1.5 times the screen size in fullscreen on Linux, and what is the workaround?

    anonymous user
    Added an answer on April 11, 2025 at 2:14 am

    It sounds like you're facing quite the headache with fullscreen mode in Pygame! This issue does seem to crop up sometimes, especially on Linux where things can behave a bit differently than on Windows. One thing you might want to try is checking the pixel format and scaling settings of your display.Read more

    It sounds like you’re facing quite the headache with fullscreen mode in Pygame! This issue does seem to crop up sometimes, especially on Linux where things can behave a bit differently than on Windows.

    One thing you might want to try is checking the pixel format and scaling settings of your display. Sometimes, if the scaling is set differently (like to 150% instead of 100%), it can cause the game to appear zoomed in. You can adjust these settings through the display settings in your Linux environment.

    If the problem persists, consider setting your display mode to a specific resolution instead of using the full dimensions reported by pygame.display.Info(). You might want to set it to a native resolution of your monitor:

    
    # Instead of taking current_w and current_h directly,
    # try setting a specific resolution that you know works well.
    
    # Example resolution for a 1080p monitor
    WIDTH = 1920
    HEIGHT = 1080
    
    screen = pygame.display.set_mode((WIDTH, HEIGHT), pygame.FULLSCREEN)
    
        

    This won’t be dynamic, so keep in mind that it may not stretch perfectly on every display, but it could solve the blurriness issue.

    Lastly, if you’re able to, try testing the game on different Linux distributions or with different graphics drivers, as sometimes hardware or driver-related quirks could lead to these problems.

    Hope this helps! Getting back to coding is always the goal, right?

    See less
      • 0
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
  4. Asked: April 11, 2025

    How should I combine multiple transformations in VR to maintain correct behavior when translating, scaling, and rotating objects?

    anonymous user
    Added an answer on April 11, 2025 at 12:14 am

    Sounds like you’re deep in the weeds with those transformations! I totally get how messy it can get when you're trying to combine multiple actions in VR. From what you described, it looks like the main issue is how transformations are compounded, especially in 3D space. Here’s a thought: instead ofRead more

    Sounds like you’re deep in the weeds with those transformations! I totally get how messy it can get when you’re trying to combine multiple actions in VR. From what you described, it looks like the main issue is how transformations are compounded, especially in 3D space.

    Here’s a thought: instead of immediately applying translations and rotations to your object in real-time, you might want to maintain separate states for translation, rotation, and scale. You can track the changes based on user input and then apply them all at once after the user is done making adjustments. This way, you can prevent one transformation from messing up another.

    For example, when the user starts pulling the trigger, you can lock the current state and start accumulating transformations (like translation, rotation, and scaling) based on the user’s joystick movements. Then when the user releases the trigger, you apply all the accumulated transformations together. This should help keep things more predictable!

    Also, consider using a local coordinate space when transforming the object. When you want to rotate, make sure you’re rotating around the object’s local axis rather than the world’s axis. This is really important for ensuring that everything feels intuitive from the user’s perspective.

    Lastly, it might help to visualize the transformations you’re applying. You can debug by drawing the transformation axes (like a gizmo) on your object while you’re manipulating it. This way, you can track exactly where the scaling and rotation are happening relative to the object’s local space.

    Hang in there! Combining transformations can be tricky, especially in 3D, but you’ll get the hang of it with a bit more tweaking!

    See less
      • 0
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
  5. Asked: April 9, 2025

    Determine how many families of sets fulfill specified criteria based on given conditions.

    anonymous user
    Added an answer on April 9, 2025 at 8:17 pm

    Okay... so, I've never really done one of these before, but here goes! Let's see... I'll just slowly try to list out the possibilities down here so I don't get too confused. 🤔 Step 1: Let's write down the families and their stuff clearly first: Smiths: Choose either Hiking or Cycling (but NOT BOTH!)Read more

    Okay… so, I’ve never really done one of these before, but here goes!

    Let’s see… I’ll just slowly try to list out the possibilities down here so I don’t get too confused. 🤔

    Step 1: Let’s write down the families and their stuff clearly first:

    • Smiths: Choose either Hiking or Cycling (but NOT BOTH!).
    • Johnsons: Game Night with snacks OR Movie Marathon with popcorn.
    • Browns: Join if Smiths or Johnsons pick something they’re interested in. (Indoors or Outdoors)

    Step 2: So… possibilities for Smiths (2 options) and Johnsons (2 options):

    • Smiths: Hiking
    • Smiths: Cycling
    • Johnsons: Game Night
    • Johnsons: Movie Marathon

    Step 3: Let’s try pairing these up and see if Browns wanna join too:

    1. Smiths → Hiking, Johnsons → Game Night
      • Smiths have outdoor, Johnsons indoor. Browns like either, so they see opportunities here!
        They can join for Hiking or Game Night or both. But the problem says at least one person from Browns must be involved in planning if they’re joining… Since there’s already both kind of activities, Browns can happily join in here.
      • ✅ Valid combo!
    2. Smiths → Hiking, Johnsons → Movie Marathon
      • Again outdoor + indoor. Browns see something they like, same scenario as above, they’re in!
      • ✅ Valid combo again!
    3. Smiths → Cycling, Johnsons → Game Night
      • Outdoor & indoor again, definitely something Browns wanna join.
      • ✅ Yup, valid again!
    4. Smiths → Cycling, Johnsons → Movie Marathon
      • Like before, outdoor/indoor again, Browns want to join this too.
      • ✅ Another valid combo!

    Step 4: Wait… Could the families end up alone without meeting anyone else? Let’s test quickly:

    • If Smiths pick Hiking or Cycling alone without Johnsons/Browns joining? Nope—it’s against the rule they have to meet someone else. But we clearly have Johnsons always doing indoor, Smiths outdoor, meaning they’ll need Browns to bridge if they want direct overlap…
    • But hold on, the original question only says “each family picks their activities so they can still meet up with at least one other family”. Browns enjoy both indoors/outdoors, let’s assume Browns are always willing, as long as one family plans something they like (always true above). Actually that means Browns ALWAYS join as long as someone picks an activity! Nice!

    Okay, so all four combos above work just fine since Browns will always join in to connect with someone. It seems Browns are pretty chill! 😄

    Step 5: Final counting (just to keep me clear):

    • Smiths (2 possibilities) × Johnsons (2 possibilities) = 4 total possibilities.
    • In all four, Browns feel inclined to join. Sweet!

    ✅ So, after all that thinking: there are 4 different combinations possible!

    Hope I didn’t mess this up too much—my first time trying this kinda logical puzzle stuff! 😅

    See less
      • 0
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
1 … 36 37 38 39 40 … 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