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The Gronk

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The Gronk last won the day on January 24 2022

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  1. Grenades are a parabola until they come into contact with a surface, from there it's pretty simple newtonian physics to determine where they land. There are plenty of examples where games give you an indication of grenade trajectory before you release it and that calculation is the basis for the AI to aim. The bad guys are often intentionally bad at aiming grenades because nothing annoys players more than when they think they're in cover and a grenade bounces off the wall behind them and lands at their feet. The fact that you seem to think the AI is unintenionally missing indicates that the programmers have got the AI right to make it enjoyable instead of the player being killed in seconds by ricochet's and splash damage. Many people here will have a cold shiver down their spine when I remind them of the horror that was the sniper jackals in halo 2.
  2. This _isn't_ hard to do well it's hard to make the AI do badly enough that it seems your expertise with a firearm and superior tactics are the deciding factor, they're not, that's my point. You found an exploit, well done, people have just as many exploitable behaviours. If you gave the zombies a gun each with unfettered aiming I'm sure your lovely little hidey-hole would be of little use as a well aimed barrage of shots hit your head every time you popped up for a shot. You have a distinct advantage with a gun and you've already decided your best chance of survival is to run away and hit them from where they cannot hit you back.
  3. I'll let you into a secret. Every AI you have played against has had its abilities crippled to make you feel better. Players have an easier time losing to another player than an unfettered AI. Some of the main advantages are listed below, allowing the AI to fully use any of these will instantly lead to screams of "unfair" and "implayable" by the players. Perfect aim : An AI can work out exactly where to aim with a simple matrix rotation, in unity that even has a little helper-function. Depending on the system the programmer may have to randomize the aiming point a little before the shot to give the player a chance. Perfect radar : The AI does not perceive the game world as you do, it knows where everything is and its weaknesses. If you think wall-hacks are cheating please be aware that to the AI the walls simply don't exist. Perfect pathfinding : It takes time for a player to memorize the routes on a map, for the AI all routes are known and the default is to choose the shortest route regardless of how obvious it is or whether it can even be seen from where they are. There are more but these should give an example of why we cripple AI for the players, programmers are only human and we like to win every now and again as well.
  4. ECS is nowhere near production ready and is unlikely to be for around 18 months. The current codebase will be entirely replaced sometime this year and it only works with HDRP until then. I'm waiting for it to be ready myself.
  5. I think the last time I cracked a hash you were probably just starting your first day in security, I hope so, it's probably quite a bit longer though... I'm very old. No doubt things are more stable now but I still question the sanity of running complex logic on the GPU. Debugging alone becomes exponentially harder. UEBS is a unity game, why they haven't just chucked the logic into the job system I have no idea. That's exactly the sort of code it was created to run. I love it, the speed of a primitive language without most of the tedious memory management.
  6. You can program damn near anything you want in shader code, that wasn't my point. Have you ever tried hash-cracking or crypto-mining _while_ rendering a high-def scene? It's the short road to a kernel panic or BSOD.
  7. You got me curious so I went and had a look. They're going to have a _lot_ of problems pulling that off. The demo's look good but without an indication of the hardware it's running on we're back to the old adage "any sufficiently prepared tech-demo is indistinguishable from magic". They plan to run the pathfinding and physics on the GPU? What are they using to render the graphics? The CPU? Graphics card prices are at an all-time high, no point in creating a system very few people have the ability to actually run. They'll have issues with the basic data types. Current physics run on 32 or 64 bit numbers and already have issues with floating point accuracy. Transfering that to shader code leaves you with 16 bit numbers to play with which will only make the physics innacuracies worse. Shader code has very little in the way of debugging tools, the system was never intended to do complex logic, findng bugs will be an absolute nightmare. tl:dr What they're attempting is possible but it'll be very difficult and littered with gotcha's. There are many reasons we don't run pathfinding and physics on graphics cards as a general rule and I'm sure they will have had to work through most of them 🙂 Update: Turns out modern shader code _can_ run 32 bit numbers... assuming you have hardware that supports it. Shows how long it's been since I dug into shaders.
  8. Of all people I would have expected _you_ to remember their Clarkisms. 🙂 "Any sufficiently advanced technology is indistinguishable from magic" Arthur C. Clarke re: the post above
  9. "Originality is only undiscovered plagiarism" "Stealing from one source is plagiarism, stealing from several sources is research" - Writers proverbs 🙂
  10. You are indeed correct, I should have specified vertebrates as there are a few non-simian zombies in the game such as bears and vultures. Perhaps you're thinking of the XCOM series? The early remakes had fungal zombies, as did halo with the flood infected marines. You've got me curious as to the first instance of zombies being a fungal infestation although it's too late to do any research now. I wouldn't worry about copyright at all when it comes to this. I'm pretty sure the original version of fungal zombies will probably be in some obscure sci-fi book from the seventies or perhaps some crazy 2000AD comic from the eighties. [disappears to confirm an ancient and dusty memory] Dammit, the "Yellow musk creeper" and "Yellow musk zombie" from the first edition D&D "Fiend Folio" are a plant-based zombies instead of fungus based... pretty damn close though. [closes ancient tome and slides it back amongst its brethren] Anyone else have an early example of fungal based zombies?
  11. Before the AI update to the current system a half-block had half the HP of a full block. The new pathfinding system required a half-block to have the same HP as a full block. Now you have a situation where a thin pillar of something is the same HP as a full cubic metre of it. Block HP is part of the SI calculation if memory serves. Ideally a half-block should have half the HP of a full block but it was necessary to change this for pathfinding. How do I know this? I questioned the sanity of it when it was implemented and, if I remember correctly, you were here at the time.
  12. Okay, I'll jump on the speculative fiction bandwagon... How about a fungus that's commonly mistaken for or referred to as a virus to due lack of knowledge or cultural bias? The hyphae would be able to create a network to pass nutrients through the body, although at a slower rate than normal blood flow. This would go a long way to explaining the slow movement, difficulty thinking, and abnormal behaviour of the zombie. Something like Ophiocordyceps unilateralis for animals with a central nervous system. https://en.wikipedia.org/wiki/Ophiocordyceps_unilateralis
  13. A neckbeard with power it would seem. This is Gal Gadot's response to Mr Whedon's claim that she couldn't understand English enough to recognise threats and harrassment. Neckbeards go into game development, furry's are sysadmin.
  14. This is game development, the number of Joss Whedon's per square metre is far above the average for any other industry. 🙂 https://www.reuters.com/business/activision-blizzard-fires-20-employees-over-harassment-claims-ft-2021-10-19/
  15. One is capable of reason and compromise. The other is largely unreasonable and uncompromising due to an underdeveloped pre-frontal cortex and amygdala. Which one of those sounds like a description of a boss? :-)
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