glenneroo

Joined 12 years ago

Karma
1,157
Submissions
816
Member since
Jul 22
[ my public key: https://keybase.io/testing123456; my proof: https://keybase.io/testing123456/sigs/O11EI_8258sBYVoPn472LfX0E1GdqCcvVOLa5nYpuIM ]

Creator of DodgeALL: a VR game for Quest headsets where you dodge all manner of objects coming from every direction, requiring you to move around your entire room to avoid getting hit. It is designed specifically for people who are sensitive to nausea in VR (no artificial locomotion - where you move IRL is where you move in VR): https://www.DodgeALL.com

whatever .at. glenneroo .dot. org

meet.hn/city/48.2083537,16.3725042/Vienna

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Recent submissions

Comment · 6 months ago
See this video: https://youtu.be/dVWkPADNdJ4?t=19m10s

Taken from this comment: https://news.ycombinator.com/item?id=47825155

Obviously not every game is doing that level of styling, but often a lot of stuff might still be happening when a game is "paused" for various reasons e.g. aesthetics, or handling input for pause menus, which usually offer you the ability to change all the games settings, e.g. video resolution, volume levels, etc. and also provide you with audio/visual feedback when you make choices, which requires keeping the audio engine running as well as rendering to the screen @ 60 fps.

Comment · 6 months ago
Comment · 6 months ago
Nintendo, like all other platform-owners (e.g. Meta/Quest, Sony, Microsoft) is VERY strict about games released on their platform and have very strict requirements before anything is allowed to be sold with the Nintendo label. I very highly doubt they let devs NOT implement the pause ability. AFAIK you can't just OS-pause a game and expect it to run fine when it resumes, there are soooo many systems at play: animation, physics, sound, input, etc. that need to be cleanly stopped/resumed that I doubt it's as easy as just OS-pausing.
Comment · 6 months ago
And if you pause sound in Unity using AudioListener.pause = true, which is supposed to make life easier, but ends up being useless if changing settings/clicking buttons has audio feedback, or changing the volume has audible feedback to tell you how loud, or you allow to change voice style, and on and on.

Repeat that for every system - all those edge cases for each system can waste a lot of time and energy.

Comment · 6 months ago
Too bad they didn't ask any VR developers. It's truly another beast, especially if you're developing with Unity for the Quest platform, since setting TimeScale to 0 in Unity effectively disables the physics engine, which means things like hands/controllers no longer work, which then breaks one of the requirements to even be able to release in the Meta store (handle pause state). The workaround used by Half-Life: Alyx (as told to me by the Hurricane VR developer when I asked years ago how to deal with pausing) is to clone your hands and disable/delete all physics-related stuff (e.g. Rigidbodies) on the new "paused" hands. If you are using laser pointers, then you'll also have to switch those out as well. If you have any active effects, particles or objects that obstruct the player's vision and/or visibility of the pause/resume UI, then you'll want to either disable those out or at least dim them substantially so the player can interact with the resume button e.g. with a laser pointer. You might also want to adjust the lighting to indicate that the user is paused.

Outside of VR, Unity offers a nice "AudioListener.pause" to pause all audio, but if you have any sound effects in your pause menu like when a user changes a setting, those no longer work, further requiring more hacky fun (or just set it to true, and ignore user-complaints about no audio on menus when paused).

On top of that, you have things like Animators for characters, which also have to be paused manually by setting speed to 0 (TimeScale = 0 doesn't seem to do it). Some particle systems also don't seem to be affected by TimeScale. If you have a networked game then you also have to (obviously) send the pause command to clients. If you have things in motion, pausing/restarting the physics engine might cause weird issues with (at least angular) velocity so you might have to save/restore those on any moving objects.

Comment · 8 months ago
FTFA: it will run on upcoming Motorola devices as well.
Comment · 8 months ago
Comment · 8 months ago
Weird, I googled around and I see every bank has their own limits, and all banks I could find claim a 30-100k or no limit at all.

Whatever LLM duckduckgo is using says 10k and ability increase as more transactions are made (to increase trust) - but it's probably using outdated data.

When did you try this? I'm guessing more than a year ago.

Comment · 8 months ago
True, thanks for reminding me that this is about CC replacements :)

But I honestly don't know many people with a CC here, and those who do (myself included), we don't have the same advantages/disadvantages of a CC: no points, no "free" miles, no interest and no possibility to rack up debt like in the US since Visa automatically deducts the full amount from my bank account at the end of the monthly billing period.

Comment · 8 months ago
With debit cards or cash like everyone else?
Comment · 8 months ago
Uhm, the EU already has free instant SEPA transfers? I use it regularly, sadly not all EU banks support it (smaller ones sometimes have issues and have to resort to standard oldschool 2-day transfer, but they are also free).
Comment · 8 months ago
Yeah but now we have instant EU-wide SEPA transfers for free, so it's not all stupidity! Also it took years to implement - banks are slow at implementing new tech. WERO is still very new, if it takes off, eventually banks will hopefully support it.
Comment · 8 months ago
The official Apple store (McShark) in Vienna used to pass this ~3% charge on to consumers (a few years ago, not sure if it's still true today - and also there is a real Apple Store now).

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