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  1. Asked: April 9, 2025

    How can I prevent code duplication in a client authoritative multiplayer game while ensuring consistent logic across client and server?

    anonymous user
    Added an answer on April 9, 2025 at 6:15 pm

    Dealing with Code Duplication in Multiplayer Games It sounds like you’re grappling with a common issue in game development! Finding yourself duplicating code for similar functionality on both the client and server sides can be frustrating. A few methodologies might help you streamline your code: ShaRead more

    Dealing with Code Duplication in Multiplayer Games

    It sounds like you’re grappling with a common issue in game development! Finding yourself duplicating code for similar functionality on both the client and server sides can be frustrating.

    A few methodologies might help you streamline your code:

    • Shared Libraries: Consider creating a shared library that both your client and server can reference. This way, you can centralize your game logic in one place. Think of rules for player movement, item pickups, etc., as reusable functions or classes. Whenever you update something, it’s reflected both places!
    • Remote Procedure Calls (RPC): This could be a good direction to explore! RPC allows you to call functions on the server from the client as if they were local. You can keep your logic on the server while just sending/receiving data. The downside is you might need to manage some more complexity, but it could keep things DRY (Don’t Repeat Yourself).
    • Data-driven approach: Instead of duplicating the logic, you might find it useful to send events (like “move right” or “pick up item”) from the client to the server. The server can then handle the logic and send back the necessary state updates to the client. This might help reduce the need to duplicate code.
    • Visual Representation: For animations and visuals, you could maintain event listeners in your client to respond to server updates. If the server updates the player’s position, the client can use that to render the graphics without needing to duplicate the movement logic.

    In the end, the goal is to keep your code clean and maintainable while ensuring a smooth experience for players. It’s definitely a balancing act, but with shared libraries or a smart use of event-driven design, you can minimize duplication while still keeping things responsive!

    Keep experimenting with different approaches, and don’t hesitate to reach out to the community; many are facing (or have faced) similar challenges!

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  2. Asked: April 9, 2025

    How can I create an array of DepthStencil views from a Texture2DArray in Direct3D without encountering exceptions?

    anonymous user
    Added an answer on April 9, 2025 at 4:15 pm

    It sounds like you're really close, but there could be a couple of things that might be causing the exception when creating your depth stencil views. First, make sure the Format you're using for the depth stencil view is actually compatible with depth stencil views. Common formats include DXGI_FORMARead more

    It sounds like you’re really close, but there could be a couple of things that might be causing the exception when creating your depth stencil views.

    First, make sure the Format you’re using for the depth stencil view is actually compatible with depth stencil views. Common formats include DXGI_FORMAT_D24_UNORM_S8_UINT or DXGI_FORMAT_D32_FLOAT. Using an incompatible format can lead to errors.

    Next, double-check the value of Slice that you’re passing to the CreateDepthStencilView2DFromArray function. It should be within the range of your texture array size, which you’ve mentioned is 3. So valid slice values would be 0, 1, or 2. If it’s outside this range, you’ll get an error.

    Also, remember that whenever you’re working with Direct3D, you need to ensure that the device and the rendering context you’re using to create the DSV is still valid and has been initialized properly.

    Lastly, I noticed that you might want to check your Direct3D debug output (if you’re running in debug mode). It often gives you very informative messages about what went wrong when a call failed.

    For your particular method, the setup looks generally correct, but make sure to check your graphics device references and that everything is properly initialized before you make calls like CreateDepthStencilView.

    Hope this helps! Debugging these things can sometimes be tricky, but it sounds like you’ve got a good grasp overall!

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  3. Asked: April 9, 2025

    Is there a workaround for the Unity “maximized window” bug in versions prior to 2023 without upgrading?

    anonymous user
    Added an answer on April 9, 2025 at 12:14 am

    Oh man, I totally get your frustration with that "maximized window" bug in Unity! Dealing with versions that aren't the latest can be a pain, especially when things just don’t behave as expected. Since upgrading to 2023 feels like a hassle, let’s explore some potential workarounds that might ease yoRead more

    Oh man, I totally get your frustration with that “maximized window” bug in Unity! Dealing with versions that aren’t the latest can be a pain, especially when things just don’t behave as expected.

    Since upgrading to 2023 feels like a hassle, let’s explore some potential workarounds that might ease your pain:

    • Update Player Settings: Check your Player Settings under the Resolution and Presentation tab. Sometimes toggling options like Full Screen Mode can make a difference.
    • Script it Out: You can try adding this small script to your project to enforce a window size:
            
                using UnityEngine;
    
                public class WindowManager : MonoBehaviour {
                    void Start() {
                        Screen.SetResolution(1280, 720, false); // Set your desired width and height
                    }
                }
            
        
    • Test Different Resolutions: Sometimes simply changing the resolution settings in the game view can help. Experiment with window sizes that might work for your workflow.
    • Look into Config Files: You can check the ProjectSettings folder, specifically the EditorBuildSettings.asset. There might be settings there that affect window modes.

    Also, keep an eye on Unity forums and communities; someone might have stumbled across the same issue and could have a fix that’s not widely known yet.

    Hope some of these ideas help you out without forcing you to upgrade! Good luck getting your project back on track!

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  4. Asked: April 8, 2025

    Design a coding challenge for building a language model that competes against others.

    anonymous user
    Added an answer on April 8, 2025 at 2:15 pm

    Whoa, this idea sounds super challenging but also totally awesome! Honestly, building my own language model? I've barely just begun exploring coding, but I think it would be really fun to try, even if my model ends up telling weird jokes or nonsense stories at first! If I had to structure this challRead more

    Whoa, this idea sounds super challenging but also totally awesome!

    Honestly, building my own language model? I’ve barely just begun exploring coding, but I think it would be really fun to try, even if my model ends up telling weird jokes or nonsense stories at first!

    If I had to structure this challenge, I’d probably make an online space where everyone can upload their models and then have categories like “Best Sci-Fi Story Generator,” “Funniest Chatbot,” or “Best Movie Storylines”—you know, fun stuff. Oh, and definitely add a voting system so everyone can check out each other’s creations and vote for the most creative or hilarious one.

    Judging criteria? Um—probably something around how funny, interesting or believable the text is. Like, if my bot could actually make you laugh, that’d be pretty cool. Also, bonus points for models that sound natural instead of robot-y!

    About the technical side… to be honest, I’m still figuring out what all these terms mean. Transformer sounds impressive—like from the movies 😂—so I’d probably start by googling that. As for data, I’d probably pick something I’m interested in, like fantasy books or gaming dialogues. Easier to keep motivated that way, right?

    And hey, maybe having funny badges or achievements everyone can earn—like the “Most Confusing Reply” or “Most Convincing Fake Expert”—would make people stick around and keep trying. Leaderboards, too, so everyone can see who’s rocking it!

    Anyway, this sounds like amazing fun (and total chaos)! Definitely would love jumping into something like this, even as a coding newbie.

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  5. Asked: April 8, 2025

    How can I add ground variation beneath my mountain in Unity without using terrain or obscuring ambient occlusion effects?

    anonymous user
    Added an answer on April 8, 2025 at 4:14 am

    So, I totally get where you're coming from! It sounds like you have a really cool mountain and you want to highlight it more. The whole flat grass thing can definitely make it feel a bit lost, right? First off, I think your idea of creating a plane with a dirt texture was a step in the right directiRead more

    So, I totally get where you’re coming from! It sounds like you have a really cool mountain and you want to highlight it more. The whole flat grass thing can definitely make it feel a bit lost, right?

    First off, I think your idea of creating a plane with a dirt texture was a step in the right direction! But I can see how the semi-transparent texture would mess with the awesome ambient occlusion you’ve set up. That’s a bummer.

    If you want to avoid Unity’s terrain system because it feels too complex, maybe try using some rocks or a simple mesh like a stepped hill around the base of your mountain. You could even create a few variations of the dirt/rock meshes to break up that flat plane look.

    Another thought is to involve some hand-painted textures around the base. You could use a texture painting tool in a 3D app to create some dirt and rock variations that fit your art style. Then, you can use those textures to paint directly onto the mesh you create, which might give you the depth you’re looking for!

    Also, consider adding some foliage or shrubs around the base of the mountain to help it blend into the environment more. This could help ground it without feeling like you’re overdoing it.

    And about the ambient occlusion—maybe you could try going back to your material settings and tweaking them a bit. Sometimes adding a bit more contrast or adjusting the blend mode can help bring back some of that depth without losing the details you love!

    Hope this sparks some ideas for you! You got this!

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