JaceAtCoffeeStain

JaceAtCoffeeStain



16 Dec

Comment

Originally posted by Cierex96

Rc lvl?

86

Comment

Originally posted by red286

It should be noted that the arachnophobia option is very specifically intended only to address real arachnophobia, because the replacement models are not less frightening or horrifying, they're just less spider-like. Disembodied glitching cat-heads is still pretty f**king terrifying.

this ^

there is literally someone in the office who -cannot- play the game with the spiders. couldnt even walk past the artists'/animator's desk as they worked on the spiders without freaking out.

Comment

Originally posted by GreenFox1505

Glass is deceptively complex for game rendering. Here is an extremely simplified overview of game rendering: Normal objects made of solid shapes are relatively easy to render. Take some geometry, the location of the object, and the location of the camera, you do some linear algebra. Now you know how the object lays on the screen. Last you color each screen pixel based on which part of each object is closest. But how do you color a window or other object with transparency? There are a few ways to handle transparency but I believe Unreal draws the scene without transparency, then it draws the window on top. But what if there is a window on top of that? And on top of that?

Most games avoid this. In most FPS games, for example, only have one window into or out of a room. They avoid level design where layers of glass might overlap on larger portions of the screen because each layer means that part of the screen with have to be redrawn one more time.

However, Satisfactory...

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^^^^^^^^^^^^ it isn't straight forward

Comment

Originally posted by that70sbiker

You can paraphrase this for lights.

A light or window isn't too much to render on most gaming computers. But as the number increases, the complexity increases exponentially.

If the dev has full control of the scene, then they can add bits of complexity. If the player can add anything and everything, they can add far too much complexity.

Game engines can do some rather impressive stuff with modern GPUs. GPUs and rendering engines still can do far better when the target is the complexity and quality of each frame rather than speed and quantity of frames.

^^^^^^^^^^^^ it isn't straight forward


13 Dec

Comment

Originally posted by bja1608

u/JaceAtCoffeeStain I was at the belief the vehicles did record a rough speed based on the distance covered within the time period allotted (I believe roughly one second) between waypoints when recording a path.

I have actually recorded multiple paths within a central elevated factory building where when recording I drive at no more that 20 KMH (KPH) on entry and accelerate to full speed on exit, when testing the path on autopilot it does actually slow down when entering the building and accelerate to full speed on exit.

The Building has a large concrete floor with an entry and exit and about 8 truck stops aligned one after the other with a two concrete floor separators between them (to prevent undesired unloading), The vehicle follows a single width concrete floor path and when arriving at it's destination veers left into the desired truck stop one concrete block to the left of the main path.

the vehicles will slow down/speed up in order to reach their waypoint. sometimes that means to slow down, or reverse (eg. when missing the waypoint, or colliding and coming to standstill).


11 Dec

Comment

Originally posted by soviman1

Thats what I figured from watching their behavior. So trying to have it jump over ravines or climb steep cliffs would not work.

NOT WITH THAT ATTITUDE at least :P

Comment

Originally posted by soviman1

I was wondering about that. I have not tested its ability to climb steep cliffs while under AI control, so I don't really know how well it works.

Yeah. Because the AI doesn't record your throttle/brake. It only focuses on the next waypoint and just accelerates towards it and/or brakes not to miss it. So this might cause some inconsistencies.


10 Dec

Comment

Originally posted by Senryo

So you admit spending 4h on this while you could have added 2 full tiers, pipes and animated 250 pokémons for Game Freak in this time frame?!

(/s, just in case)

i know lazy devs im sorry

Comment

this is the sexiest thing of 2019

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i love watching automated explorers doing crazy stuff. i wonder if the explorer is reliable though? it's tuned a bit differently.

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f*cking gorgeous. 11/10


09 Dec

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Originally posted by kingdead42

I want to take a moment after watching the video to shame /u/JaceAtCoffeeStain's IT guys for still using Windows 7 :)

What i use windows 10


28 Nov

Comment

Originally posted by Azvalus

Duuude

Dude


22 Nov

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Wow now I REALLY can’t wait for update 3

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Originally posted by Matazat

So they modeled and added this to the game in less than 12 hours just for the memes? That's funny, because that's also how long Elon spent designing the real truck.

Simon modelled it, Kristoffer rigged it, Stefan threw it in the game, i filmed and edited it. ~4hrs total! xD


20 Nov

Comment

so cool! cant wait to see how it develops


14 Nov


12 Nov

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