This seems trivial if you just code the sequence such that it will fire mega-bombs on each of the targets as you land and then land on the destroyer pad right after...
Ok. So I had the time to actually do the testing, and it appears that clock cycles run at 100Hz for normal speed, 800Hz for slow-mo and 100Hz for fast-forward. However, the timescales of each of these are different, so keep that in mind... slow-mo is the only setting that gets you more clock cycles per game "Time", 8 x the resolution to be exact.
The Jundroo black box. Love it.
Anyhow thanks for the excellent ride I'm having so far, I've extracted so much value out of your sandwich priced games.
Oh no! Google removed scripting support! Oh no! Jundroo is wrong! It's all their fault!
Jundroo still needs to retain hosting for things that have been completely deprecated for a year and a half!
Your logical capacity is far beyond human comprehension.
@JeskoGoesVROOM
.
Correct, it's nothing too complex in nature. Snake is a simple game and hence why I chose it... Lol
Although, implementation in FT is little more of a challenge.
Unsure why this doesn't have this yet, but dynamic tag properties are done by using curly brackets as with simply displaying FT values. For example, <rotate={Time}> would be something that works.
.
Quick plug--I was originally going to write the "label guide" as well, but life has been catching up to me and time is tight, so I've'nt been able to do so--but you seem to be doing a great job. Would you like to have this document hosted on the FT guide site? If you'd like, shoot me a message and I'll arrange for it.
Your results seem odd to me. MBP 13" 2018, running a 2.6k part build with nearly 3 times the performance impact of this build, getting some 20 fps... Odd.
@Formula350
.
It'd be great if this could be done in-game, but for one I'm not as competent in C#, and two, I've found that Unity is hard to work with for me... lol
.
If it was done with a mod, it'd probably be done with a mod, but it'd have to use aircraft modifying methods similar to Overload, and that is considered pretty much black magic... So not anytime soon. RIP
export Variables into a single Database file, which then we'd be able to access from any build we open, to "install" them onto that plane
I can make that happen, given the that the installer works in what it does adding an ability to read from other files isn't too hard. The functionality for having more than one variable package is planned anyway. Reminder that this is marked v0.1-alpha lol. Barebones functional, still some kinks to iron out.
@PlaneFlightX
.
Well, you can only be so different with basic functions. The key counter is just a simple enough program to test out the installer; I don't find it really of that much value. Probably the first thing I did with buttons. Lol.
Maybe I'm tripping, but I do believe the TextMesh Pro docs were posted with the update. I could be mistaken. The thing with rotate and scale is that they can be fed FT variable values (and be grouped into independent groups) which is pretty much how the HUD project works--if you can group your screen elements into simply individual elements with a defined behavior, you can free change the rotation and scale of these attributes on the fly with dynamic parameters. Actually building the logic and math for the screen positioning of said dynamic elements is a different matter, but the independent nature of these help you do things without much issue.
@asteroidbook345
.
While FT most definitely is a skill, it doesn't detract from the fact that dynamic control capabilities with it are far beyond any human control. It would be possible to program an entire flight regime that effectively warps between checkpoints.
Perhaps a separate "TAS" category might be more sensible.
Modeling tools have improved substantially and programming capability has been added. Very much different from a couple years ago, and I still love it.
@Amirabadi
.
That is the way it is intended. It is only shown as long as you are holding down MR. You cannot manipulate the stored data after the fact.
This seems trivial if you just code the sequence such that it will fire mega-bombs on each of the targets as you land and then land on the destroyer pad right after...
@spefyjerbf
.
Yeah. The recursion ability is incredibly powerful. I just got out of first semester and in winter break lol.
@V
+1.
Mobile "low physics" runs 50 Hz.
The VR headsets go from anywhere from about 60 to 120Hz.
Ok. So I had the time to actually do the testing, and it appears that clock cycles run at 100Hz for normal speed, 800Hz for slow-mo and 100Hz for fast-forward. However, the timescales of each of these are different, so keep that in mind... slow-mo is the only setting that gets you more clock cycles per game "Time", 8 x the resolution to be exact.
That's actually pretty well done!
+4The Jundroo black box. Love it.
Anyhow thanks for the excellent ride I'm having so far, I've extracted so much value out of your sandwich priced games.
No wires? How is it powered?
+4Long since it's been done. Full missile guidance with nothing aside from FT.
+1Desmos is probably your go to for free online graphing calculators. They have regression built in, and it's easy to set up.
Alternatively you could just adjust function transforms till you get a roughly good fit.
This is just... Basic regression. Use a graphing calculator, or you could calculate the regression yourself...
Oh no! Google removed scripting support! Oh no! Jundroo is wrong! It's all their fault!
Jundroo still needs to retain hosting for things that have been completely deprecated for a year and a half!
Your logical capacity is far beyond human comprehension.
@JeskoGoesVROOM
.
Correct, it's nothing too complex in nature. Snake is a simple game and hence why I chose it... Lol
Although, implementation in FT is little more of a challenge.
@goboygo1
.
It's a simple feature and will be implemented. Note that it's still a teaser
Please read the Pinned Post before asking this type of question. Do not tag devs.
All references can be made here.
Darn! I was thinking if I could be smart enough to make this a mod... Good job!
+2Unsure why this doesn't have this yet, but dynamic tag properties are done by using curly brackets as with simply displaying FT values. For example, <rotate={Time}> would be something that works.
+1.
Quick plug--I was originally going to write the "label guide" as well, but life has been catching up to me and time is tight, so I've'nt been able to do so--but you seem to be doing a great job. Would you like to have this document hosted on the FT guide site? If you'd like, shoot me a message and I'll arrange for it.
Ol' man and the Sea
+7The plot thickens
+12Oh no!!!!!
+10Your results seem odd to me. MBP 13" 2018, running a 2.6k part build with nearly 3 times the performance impact of this build, getting some 20 fps... Odd.
+1이민호 씨..?
+3엌 ㅋㅋㅋㅋ
@TheNightmareCompany
+1.
It's the new Gravatar default.
The XML uploading is incredibly helpful! We no longer need 1038 posts!
+7The XML uploading should really help. Awesome!
+1Overflows to the side of the page, try using code blocks instead for long expressions. We can now actually see the asterisks though! Thanks
+2ゴルシちゃんのパカチューブ!!!
Formatting for code is done with backticks.
Like so
. With these.@Formula350
+1.
It'd be great if this could be done in-game, but for one I'm not as competent in C#, and two, I've found that Unity is hard to work with for me... lol
.
If it was done with a mod, it'd probably be done with a mod, but it'd have to use aircraft modifying methods similar to Overload, and that is considered pretty much black magic... So not anytime soon. RIP
@Formula350
.
I can make that happen, given the that the installer works in what it does adding an ability to read from other files isn't too hard. The functionality for having more than one variable package is planned anyway. Reminder that this is marked v0.1-alpha lol. Barebones functional, still some kinks to iron out.
+1@PlaneFlightX
+2.
Well, you can only be so different with basic functions. The key counter is just a simple enough program to test out the installer; I don't find it really of that much value. Probably the first thing I did with buttons. Lol.
Try doing the trigonometry:
rate()
to all of them to obtain x / y / z target speedAwesome, so you must've understood how the input dialog works!
Maybe I'm tripping, but I do believe the TextMesh Pro docs were posted with the update. I could be mistaken. The thing with rotate and scale is that they can be fed FT variable values (and be grouped into independent groups) which is pretty much how the HUD project works--if you can group your screen elements into simply individual elements with a defined behavior, you can free change the rotation and scale of these attributes on the fly with dynamic parameters. Actually building the logic and math for the screen positioning of said dynamic elements is a different matter, but the independent nature of these help you do things without much issue.
@BoganBoganTheKid
+1.
Software isn't free. You're committing theft.
@asteroidbook345
+3.
While FT most definitely is a skill, it doesn't detract from the fact that dynamic control capabilities with it are far beyond any human control. It would be possible to program an entire flight regime that effectively warps between checkpoints.
Perhaps a separate "TAS" category might be more sensible.
@laSoul
+1.
I maintain the documentation.
Please refer to the FT docs
Modeling tools have improved substantially and programming capability has been added. Very much different from a couple years ago, and I still love it.
+3@Amirabadi
+1.
That is the way it is intended. It is only shown as long as you are holding down MR. You cannot manipulate the stored data after the fact.
@Sm10684
.
It was mostly After Effects and final stitching done in Premiere Pro. Although I'm never going to use Pr again because it's horrid.
@Sm10684
+3.
I'm not doing that again. 4 sleepless nights for a 1 minute speck. I do feel good about the result though.
@PoinX25tlessWhyShouldI
+2.
"Apple ecosystem"
@Doge9243
+5.
This is 50 parts. You can run this on a Raspberry Pi or something.
@LotusCarsSub
+2.
Or updated O.o
@ReinMcDeer
+1.
Ask and you shall receive.
@exosuit
+3.
Yes. Make sure to bring supplies because you'll be here for quite a bit.
Get your own here.
@WereOutOfNames
+1.
You'll see soon. Something coming from me this week to demonstrate all the new stuff.
If it's relevant to you you'd know it already, but it's a new way for Funky Trees expressions to be represented and stored.
+1