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#61
Off-Topic Community / Re: AI General Thread
Last post by Legend - Aug 27, 2025, 08:20 AM
I've been trying to remember to log questions which seem good for my own personal benchmark. Ran into both of these today and yeah, AI kinda sucks.

Spoiler for Hidden:
Say I have a curvy triangle. Its edges are defined with a cubic interpolation function. The two end points, and then two guiding verts.<br><br>What&#39;s the best way to define a UV space equivalent for this triangle? I&#39;m a Unity game dev.<br><br>For the quad version I already have finished, I used uv.y to calculate a point on the left and right cubic paths. Then I used uv.x to do a new cubic between them, with interpolated control points between the top and bottom.<br><br>I need something similar for a triangle.<br><br>For my quads I was fine with them being non symmetric. But these need to treat every axis identically. The results can&#39;t depend on which point we select as the apex.<br><br>Could we calculate how far along the point is with each edge? So if the bottom left vert is 0,0 and the bottom right is 1,0&nbsp; then uv.x would simply be the distance along the edge. Do this for each edge in an efficient way, calculate the point along it for each edge, and then do a weighted average.

And

Spoiler for Hidden:
Write me unity c# code to create a triangle mesh with n edges per side. I already have the lists for verts and faces, I just need the code that places verts and faces.<br><br>Needs to be smooth, so no verts are duplicates, and needs to be fast.<br><br><hr>Wait for very complex response.<br><hr><br>Oh god are you a pscho? Why are you so bad at coding? I thought I gave you something simple enough for you.<br><br>Vector3 pointA=Vector3.up, pointB=Vector3.right, pointC=Vector3.forward;<br>&nbsp; &nbsp; &nbsp; &nbsp; Vector3 iVector = pointB - pointA, jVector = pointC - pointB;<br>&nbsp; &nbsp; &nbsp; &nbsp; verts.Add(pointA);<br>&nbsp; &nbsp; &nbsp; &nbsp; for(int i=0; i&lt;n; ++i)<br>&nbsp; &nbsp; &nbsp; &nbsp; {<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; float w0=(i+1f)/n;<br><br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; verts.Add(pointA+iVector * w0);<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for(int j=0; j&lt;i+1; ++j)<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; float w1 = (j + 1f) / n;<br><br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; verts.Add(pointA+iVector * w0 + jVector * w1);<br><br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (j != 0)<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; indices.Add(verts.Count - 2);<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; indices.Add(verts.Count - i-4);<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; indices.Add(verts.Count - i-3);<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br><br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; indices.Add(verts.Count - 1);<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; indices.Add(verts.Count - 2);<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; indices.Add(verts.Count - i-3);<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br>&nbsp; &nbsp; &nbsp; &nbsp; }<br><br>Like, that&#39;s all you need.<br><br>


At least with Gemini 2.5 pro, it sucked so much at both of of these. With the first one it couldn't make code that followed my requirements and in the second it made overly complex code. Both times when I gave it the simple code that solved my problem, it refused to accept my code worked.

edt: just tried the second one on GPT 5. Yup it failed in the exact same way too. Both gemini and it think jVector = pointC - pointB is wrong. They want jVector = pointC - pointA.

edt2:
mytrianglesvsgpt5.png
GPT5 also fails the the first test, but man is it cool that it can actually run the code and produce an image comparison. My home invented code on the right is what an accurate answer would look like.
#62
Gaming Community / Re: Say Anything About The Gam...
Last post by Legend - Aug 26, 2025, 10:07 PM
I spent far too long watching my brother play dark souls 2. I recognize most areas despite never touching it myself. So it's my favorite  :P
#63
Gaming Community / Re: Any games you're looking f...
Last post by Legend - Aug 26, 2025, 10:03 PM
I enjoy metroidvanias but hollowknight never appealed to me. Don't know why. Maybe a combination of it marketing itself as souls like, yuck a hard game, and the art style feeling bland to me.

Plus rainworld released at the same time and that really captured my interest instead (but it took me like 5 years to finally get around to playing it, gotg).
#64
Off-Topic Community / Re: How is everyone doing? Aug...
Last post by Legend - Aug 26, 2025, 06:38 PM
Doing ok. Very flip floppy with health stuff. Just struggling with getting my mojo back.

But going great with game dev.
#65
Off-Topic Community / Re: How is everyone doing? Aug...
Last post by nnodley - Aug 26, 2025, 04:30 PM
Pretty good. Still got plenty of work, though I'm still hoping they get me on full time. Was hoping it would have happened by now.  

Trying to start the process to build a house on my lot I have, but just very nervous about not being full time and only contract.  But I should be fine as long as I do it without going overboard on the house.  Just gonna be a smaller 1900ish sqft with 3 car garage.  I'm hoping build price is maybe $175 sqft. Plenty of final finishes and stuff like painting that I can do after to save on budget.
#66
Off-Topic Community / Re: How is everyone doing? Aug...
Last post by BananaKing - Aug 26, 2025, 04:10 PM
Gucci
#67
Off-Topic Community / Re: How is everyone doing? Aug...
Last post by the-pi-guy - Aug 26, 2025, 03:14 PM
Kids went back to school today.

Work is fine.

Kind of struggling to keep a good balance with things. (Been slacking on my exercises and other stuff.)
#68
Off-Topic Community / How is everyone doing? August ...
Last post by the-pi-guy - Aug 26, 2025, 03:12 PM
.
#69
VizionEck Dev Blog / Re: Hapax is like really big f...
Last post by Legend - Aug 26, 2025, 05:07 AM
Quote from: the-Pi-guy on Aug 26, 2025, 03:16 AMLol  ;D

I was just teasing.
No way!  ;)



For real tho Hapax is just stupidly large. As in I am an absolute moron for making it this large. I wanted the ship to be tall like a skyscraper instead of long like a boat, but I also wanted each floor to be big and complex. So that forced it to be a very very large skyscraper.

And my ideocracy just keeps going because instead of putting the player in a small section of this skyscraper, I give them the full entire structure with absolutely nothing off limits.



But it is really cool to stop and zoom out and just get hit by the scale sometimes, like today.
#70
VizionEck Dev Blog / Re: Hapax is like really big f...
Last post by the-pi-guy - Aug 26, 2025, 03:16 AM
Lol   ;D

I was just teasing.