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QAnon declares Rittenhouse to be part of a "secretive transgender psy-op aimed at harming the MAGA movement"

5. Srpen 2024 v 19:31
Kyle Rittenhouse, QAnon's latest suppressive person

QAnon, the mainstream wing of the Republican Party, has opened an investigation into whether Kyle Rittenhouse is a transgender secret agent after he wavered for a few hours in his undying support for Donald Trump.

Rittenhouse, who became the poster child for the GOP after he traveled from Illinois to Wisconsin when he was 17 and shot two people to death and injured a third, posted on Xitter last week, "If you cannot be completely un-compromisable on the Second Amendment, I will not vote for you. — Read the rest

The post QAnon declares Rittenhouse to be part of a "secretive transgender psy-op aimed at harming the MAGA movement" appeared first on Boing Boing.

  • ✇Recent Questions - Game Development Stack Exchange
  • Adjusting unit orientation to the terrainAmBeam
    I'm working on RTS game and got stuck on a pretty simple question I think, but I'm not skilled enough to find the proper answer. I don't want to use Unity built-in physics to do the job for me and I think I have reasons for that, so my units won't use Rigidbody and such (however I am using box colliders to get informed about collisions). The question is how to align the unit with the slope of the terrain so that it appears to move up and down or sideways? Let me describe the approach I've taken
     

Adjusting unit orientation to the terrain

I'm working on RTS game and got stuck on a pretty simple question I think, but I'm not skilled enough to find the proper answer. I don't want to use Unity built-in physics to do the job for me and I think I have reasons for that, so my units won't use Rigidbody and such (however I am using box colliders to get informed about collisions). The question is how to align the unit with the slope of the terrain so that it appears to move up and down or sideways?

Let me describe the approach I've taken so far. I use following method to get height on each edge of the collider:

        private Vector3 GetTerrainHeightAtPoint(Vector3 point)
        {
            var height = Terrain.activeTerrain.SampleHeight(new Vector3(point.x, 0, point.z));

            return new Vector3(point.x, height, point.z);
        }

Then I use these vectors (topLeft, topRight, bottomLeft and bottomRight) to make two triangles out of them and calculate their normals. That's just in case if terrain height is different on every edge. Then I calculate slope vector (not on each frame, I use coroutine to update the value every tenth of a second, but moving the code to FixedUpdate doesn't make any changes) by getting these normals combined.

        Vector3 normal1 = Vector3.Cross(topRight - topLeft, bottomRight - topLeft).normalized;
        Vector3 normal2 = Vector3.Cross(bottomRight - topLeft, bottomLeft - topLeft).normalized;

        _slopeVector = (normal1 + normal2).normalized;

Finally I apply _slopeVector to the rotation:

        Quaternion targetRotation = Quaternion.LookRotation(target, _slopeVector);
        _transform.localRotation = Quaternion.RotateTowards(_transform.localRotation, targetRotation, _turnSpeed * Time.fixedDeltaTime);

It all seems fine and results in this (aligns pretty well imho): enter image description here

but not when the tank goes up or down: enter image description here

I was debugging it a bit and most propably slope vector calculation is done wrong. I've tried some other approaches with no luck. There's no constraint on any axis and rotation is changed only in this one place in the code. However the unit rotates a little around X axis from time to time but it's almost not noticeable. I've also added small "debug squares" on the edges of the unit's collider just to see if height of all four points is calculated properly and it does. Just the slope calculation fails for some reason I think.

Do you know what I am doing wrong? Maybe there's better solution for my problem? Tried working this out with ChatGPT but it fails like totaly xD

FYI: tank and the terrain looks like sh*t because rn I am focused on movement, pathfinding, grouping, orders and so on.


EDIT: I've added debug line that told me that _slopeVector is calculated correctly (see the red line). So I created completly new monobehaviour class and attached it to a box. No changes: enter image description here

The problem has to be somewhere here:

        Quaternion targetRotation = Quaternion.LookRotation(target, _slopeVector);

        Debug.DrawLine(transform.position, transform.position + _slopeVector * 6, Color.red);

        transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, turnSpeed * Time.fixedDeltaTime);

I've also tried Quaternion.Lerp and Slerp with no success.


EDIT2: It somehow started to work better when I set it that way:

        targetRotation.x = _slopeVector.x;
        transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, turnSpeed * Time.deltaTime);

but I don't think this is the right solution, right? :)

Why do I have to freeze my player's x and z rotation to make my player movement work and why does my camera stutter when colliding with things?

So I have an empty object called player with the PlayerMovement script and a rigidbody. I have the main camera and player visual as childs of it. The movement works fine as long as I freeze the rigidbody's x and z rotation, but why is that? Here is my player code (minus a couple of things that would just make it harder for you to help me):

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
    {
    [SerializeField] private float speed = 5f;
 

    private float xLook;
    private float yLook;

    [SerializeField] private float _mouseSensitivity;
    [SerializeField] private float _upAndDownMax;

    [SerializeField] private Rigidbody rb;
    private Camera _camera;

    private Vector3 movement;

    void Start()
    {
        rb = GetComponent<Rigidbody>();
        _camera = Camera.main;
    }

    void Update()
    {
        HandleMoveInput();
        HandleLookInput();
    }
     private void HandleMoveInput()
     {
        float hor = Input.GetAxisRaw("Horizontal");
        float ver = Input.GetAxisRaw("Vertical");

        Vector3 moveInput = new Vector3(hor, 0, ver);
        moveInput = transform.forward * moveInput.z + transform.right * moveInput.x;
        moveInput.Normalize();
        movement = moveInput * speed;
     }
    private void HandleLookInput()
    {
        xLook += Input.GetAxis("Mouse X") * _mouseSensitivity * Time.deltaTime;
        //  transform.rotation = Quaternion.Euler(0, xLook, 0);
        rb.MoveRotation(Quaternion.Euler(0, xLook, 0));

        yLook -= Input.GetAxis("Mouse Y") * _mouseSensitivity * Time.deltaTime;
        yLook = Mathf.Clamp(yLook, -_upAndDownMax, _upAndDownMax);
        _camera.transform.localRotation = Quaternion.Euler(yLook, 0, 0);
    }

    void FixedUpdate()
    {
        MovePlayer();
       // LookPlayer();
    }
    private void MovePlayer()
    {
        Vector3 currentVelocity = rb.velocity;
        Vector3 targetVelocity = new Vector3(movement.x, currentVelocity.y, movement.z);

        Vector3 force = targetVelocity - currentVelocity;
        force.y = 0; 

        rb.AddForce(force, ForceMode.VelocityChange);
    }
}

So I am guessing the problem is inside HandleMoveInput but I am not sure. I am just wondering why I have to freeze the rotation of z and x to make it work.

The second problem is that the camera sometimes start to stutter when colliding with things. I tested and I believe its because of the freeze problem and that its a child of the player. Because it does not happen when its not a child. Is it a bad idea to make the camera I child of the player?

If it's of any help: Editor screenshot

How to make AI Character move towards Actor Object

I have in my scene an AI Character and Actor Object, but the character won't move no matter what I've tried. You can see the current code with debug statements. I'm not sure what I'm missing because I'm new to this, but I hope it's simple.

enter image description here

enter image description here

Is it possible to design character movement system with Bezier Curves?

For context, I'm trying to create a really dynamic and fast character. That can suddenly move slow, fast, zap into places, dash, and hover in place.

Say that I want to make a character accelerate a certain way when pressing "W". Then, I could easily create an animation of the character moving by using bezier curves in Blender. In the actual game, Is it possible to allow the player to move the character by any bezier curve? I know that one other way is to just use physics for the character and tweak some values until you get the velocity and movement that you want, but I'm wondering if there's a more intuitive way to do it like bezier curves.

How to make smooth movement for a tunnel traveling music game?

I'm creating a music game where the player travels inside a tunnel and can create twists and turns while listening to music. Here's a video showing what it currently looks like.

I'm looking for advice on how to make a really satisfying movement mechanic. Currently, the movement is just like this: if the player presses, for example, D, the tunnel is transformed to the right according to some constant speed.

I think the aim is that the player can move freely however they want, but I want to make it so that the movement feels great when hitting it on the beat.

I'm thinking of maybe Bezier curves.

Diagonal movement is faster than horizontal or vertical movement. How to fix?

When using Horizontal or Vertical input keys, the the movement is normal. But when trying to move diagonal, multiple keys are to be pressed, and the speed just stacks up.

Yes there are many answers to such questions. But I'm having a hard time figuring out a solution. I am actually using an asset, and the code is kinda hard to understand for me. The script is on my drive and the link is below: https://drive.google.com/open?id=1Lt4DZBw7Jv2LNyYR-03aNUpV2a29F7dm

Please provide a solution. I am not so good at coding. And I'm in real need to make that game because of many reasons as fast as I can so I will learn all coding later. (and in the script please search for Move, Movement or related words to go to specific movement code, thank you a lot)

  • ✇Eurogamer.net
  • EA announces further lay offs, this time affecting around 670 employeesMatt Wales
    Following its decision to cut six percent of its workforce last March, EA has announced another round of layoffs - this time affecting five percent of staff (around 670 employees) - as it moves away from "future licensed IP" toward its "owned IP, sports, and massive online communities". In an email to staff announcing today's layoffs, EA CEO Andrew Wilson said the cuts were part of a continuing effort to "optimise our global real estate footprint to best support our business". In order to a
     

EA announces further lay offs, this time affecting around 670 employees

29. Únor 2024 v 00:00

Following its decision to cut six percent of its workforce last March, EA has announced another round of layoffs - this time affecting five percent of staff (around 670 employees) - as it moves away from "future licensed IP" toward its "owned IP, sports, and massive online communities".

In an email to staff announcing today's layoffs, EA CEO Andrew Wilson said the cuts were part of a continuing effort to "optimise our global real estate footprint to best support our business".

In order to achieve its goals, Wilson said EA will be "streamlining [its] company operations", "sunsetting games and moving away from development of future licensed IP that we do not believe will be successful in our changing industry". Additionally, it'll "double down on our biggest opportunities — including our owned IP, sports, and massive online communities".

Read more

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