happyrobot33.bsky.social
Co-Creator of #Openflight alongside @mattshark89.bsky.social
I develop a bunch of random different things, mostly interest based. Heavy C# preferenced coder :)
174 posts
77 followers
104 following
Regular Contributor
Active Commenter
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I cant formulate a decent response to this other than this is a extremely cringe move to do to take a stupid "moral highground" and i have 0 respect for any creator who does this
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OMG SLIP FIN ART
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~~only 7 weeks late~~ ol. Very cool still though
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The main difference ive come to see is cringe marketing like you see on tv ads and youtube ads, compared to awareness marketing like convention booths and discord announcement channels. Ones BEGGING for attention, the other ones making you aware of something. Obviously simplification but still
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PJKT Fest is like a much smaller version of furality that is heavily community driven. There is custom booths by community representatives (i even have one!) like VKET, along with presentations, concerts, and more! It starts June 27th. My panel will be an hour long presentation, with a half hour Q&A
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It takes alot of different result forms but the cause is always the same, its effectively random what audio sources it decides to spatialize. But yes i run into this alot lol, was a issue with fireworks, which was resolved by forcing the mixer to clear channels by turning game objects off
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However, steam audio is functionally a new spatializer, so theoretically yes it should remove this limit, as long as theres no other inbuilt unity limits somewhere else
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This is sadly the number one question ive had for a while for reasons i cant entirely disclose. THEORETICALLY based on the way i understand it, it might. The fundamental issue is the *spatialiazer* implementation unity uses cant support more than X audio sources before "virtualizing" them.
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Nope this has always existed :3 its a fundamental unity limitation with the sound engine
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Small additional thing i want to add here, i was able to reach out and get some info from a cam op, as i have a debug stat for the feed from vmix. The XML data string that is parsed every second has 26066 characters in it. Its parsing this every second (or more!) into objects. Flawlessly.
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Thank you to all of you who have supported my projects even in passing, it means alot <3
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Oh wait you likely have to tag the image seperately
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Not sure why its not auto hidden then atleast on mobile
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Tag your damn art
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Epcot ball cosplay
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You got the cups designated for avali by accident
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openflight -> avali -> world creator pipeline
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So cool to see people still discovering the joy of this system :)
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The wings are out for free now btw! bsky.app/profile/morg...
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The main appeal is bypassing post processing and other effects with specific layer masks
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Now we just need a way for worlds to publish multiple spout streams at once from a camera component directly and itll be complete lol
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Having the same issue with artists on here. The problem isnt even that i follow them, im getting hit with reposts by people that do follow them. I dont want to send a reply nagging them to tag because then itll show up on my acct
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Doing it this way also fixes a production issue in that theres alot of other merging going on during world production, so getting a new set of fireworks merged in is a big ask with how annoying it is rn. With this new system its just adding it to the programmer and it just works with no world upload
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nope! The entire show for SF1 and 2 is ran via video DMX info. I want to change to this method because the current method of DMXing this is...... horrible, to say the least. every single effect, at every single position, has to have a gameobject for it right now.... its a mess. This fixes that :)
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Silly text length limits but I should also clarify, each rectangle here is like a clip in a video editor, except the start of the clip indicates when the actual instruction to fire is sent over the video stream, and the end of the clip indicates roughly when it should explode
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The really cool part about this is that *all* of this data only has to exist in the video for about 5 to 10 frames, meaning with proper interlacing of the data the size limit doesnt really matter as the U# ends up handling everything once it builds up the particle system and fires it
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Currently a single effect can have up to 16 charges at once as thats the max the dynamic array for the DMX area we have defined can fit. You can also have 16 different rockets that declare what charges they have in them. Lastly, the launchers themselves indicate what rocket they want to use