tilemap – (Unreal) Creation of 3D mosaics (cubes) for the scenario of a 2.5D rpg (similar to Pokemon Gen IV and V)

So, I developed a concept for a university class and I think it has enough potential to become a game. The images will be similar to games like Pokémon Black and Octopath Traveler, since the characters are 2D pixelated sprites that travel through a 3D world with a fixed camera from top to bottom. I already made the plane of the character (the movement and the position of the camera) in unreal and it is working close to what I intended, but now I have problems to make the landscape!

I would love to learn a practical way to make a "block" world that fits the aesthetics of pixelated pixies in 2D. Even better, a way to make 3D mosaics that make my Paper2D char travel only in 4 directions and from mosaic to mosaic (identical to the old Pokémon DS games).

I have a clue from the presentation of the Octopath developer where they show this custom tool to place blocks in the world (GIF below) but I still have to find a way to develop something similar. I thought about Minecraft and how it has a world of blocks where the player can place the blocks in it, but I don't know if that's all.

Anyway, thanks for your time!

Octopath MapEditor GIF

How did the scenario change for cryptocurrency miners? – Cryptocurrency Corner

By

many technologies

The cryptocurrency trade is a rapidly growing business that allows investors, entrepreneurs and companies to exchange cryptocurrencies for assets such as fiat money and other digital currencies. Blockchain developers merge artificial intelligence (AI) with cryptocurrency trading platforms to allow efficient and secure transactions.

The AI-driven cryptocurrency trading platforms allow investors to identify unique profitable patterns and trade accordingly. Brokers and traders can reinvest their savings in viable cryptocurrency projects using such platforms.

Let's take a closer look at the benefits of cryptocurrency trading platforms with artificial intelligence.

Forecast and predictions

Cryptocurrency trading platforms based on AI can accurately forecast the value of an asset. Neural networks in artificial intelligence constantly process information about cryptocurrency exchange rates to adapt to market fluctuations in minutes, hours and days. It provides accurate data that investors need to better manage their cryptocurrency investments.

Proceedings

The AI-based cryptocurrency exchange platforms allow merchants to make transactions effectively in the cryptocurrency market. AI accurately forecasts the risks and uncertainties associated with the encryption trade, to minimize losses. It provides a complete market analysis to channel the merchant's direct investments towards greater profitability.

Feelings Analysis

Artificial intelligence influences the encryption trade through sentiment analysis. The sentiment analysis driven by artificial intelligence includes technologies such as NLP, biometrics and computational linguistics to assess the market sentiment of financial assets to make informed investment decisions.

For example, Napoleon X is an algorithmic cryptoactive administrator who collects data on the emotional state of investors and the mood of markets. Your AI predicts various emotions such as surprise, anger, sadness, emotion and fear. Napoleon X predicts the future value of crypto assets. It allows traders to accurately assess market volatility.

Fundamental analysis

The implementation of the fundamental analysis based on artificial intelligence for cryptocurrency trading allows stock traders to evaluate the health of the cryptocurrency market and the companies that operate in it. It plays a critical role in assessing the value of stocks to make better decisions.

Cryptocurrency trading platforms powered by AI increase investment decisions and provide inputs to diversify risks. Investors can effectively monitor the value of assets and evaluate market predictions accurately. Another benefit of implementing AI in the cryptocurrency trading platform is that it classifies large amounts of data in a short time so that operators receive alerts in real time.

Would you like to improve your current cryptocurrency trading platform with AI capabilities? Contact Oodles technologies, we are a cryptocurrency exchange software development company in India with more than 10 years of experience in latest generation technologies. Our cryptocurrency developers and researchers create efficient cryptocurrency trading platforms based on artificial intelligence to help clients serve their investors with real-time global information and analysis. Contact us today for more details!

. (tagsToTranslate) btc mining (t) cryptocurrency (t) cloudming

Registration – Research scenario: How do I find out where the request comes from?

I have a DNS filtering device configuration … and I am blocking all pornographic content … When I am looking at the blocked results and it gives me the web address and the machine from which the request originated … now, do you How do I research this more on the machine? How to see which program / person was responsible for this request? If this helps, I have Sysmon there …

How can I trim my sprite as it passes through a portal in a 2D scenario, using OpenGL?

This is a very simple question, but after a brief search and reading of the "similar questions" I still couldn't find an answer.

I am creating a 2D game using OpenGL and I encountered a problem: let's say I wanted to create portals. An entity can move to a portal A and exit the corresponding portal B. Transforming the coordinates and speed of the entity is easy, but this would create a teleportation of "hard" texture.
What it means: while half of the entity is in portal A, it will not be represented on the corresponding B side.
How would you create a smooth transition?

My first idea was: I define the "exit" and "entry" zones that contain the transformation function (Matrix). Now, when an Entity enters the exit zone, the entity is also drawn in the entry zone using the transformation matrix relative to the entry / exit zones. But drawing it twice would still give me the difficulty, which I need to trim the entity in the "back" of the portals. (The entity will disappear behind portal A when entering).

So, my second thought was, that there should be a solution using (vertex?) Shader? But what would such a shader look like? (The sample code would be good, but not necessary. I'd rather have an answer to "what the shader would do"). Would you define Uniforms (entry and exit zones) from which the shader would trim / transform ("move") the vertices?

What does a typical solution for this cut look like? Or where could I read information about these types of problems? I only found some 3D versions, where the view of portal B should be represented in portal A. But this does not solve the problem of the movement of the object through it … I think
In my opinion, changing the drawing order or representing something above the back of the portals is not the right way, as this could create strange behavior in certain situations. (Portal B is just behind portal A, for example. I think one of the two would be overdrawn.)

ux designer – Context scenario

I started studying Interaction Design at the university this year.
We have been asked to answer the following questions:

Analyze how context scenarios develop and their use in the design process.

I tried to Google this, but the only results I found were in relation to "Scenarios" in general.

I couldn't find anything in great detail specific to Context Scenarios

For example, an article offered a general description of the "Scenarios", and briefly mentioned different types such as Context, Keypath, etc., but again, nothing in great detail.

Can you please help me, and perhaps point out some useful resources that can help me answer the previous question?

Thanks so much for any help.

dnd 5e: Is there a scenario where a gnoll rodent can move at least 45 feet during its Rampage bonus action?

A standard Gnoll Flesh Gnawer (Volo & # 39; s, 154) has to choose between each action option and naturally gets no more than one action.

In the normal scenario, the creature can use its Multiple attack or Sudden fever. Normally they cannot do both.

If you have chosen Sudden fever, then there is no action left to carry out a melee attack that triggers the Rampage.

This is where rush(PHB, 250) comes into play. If they are under that spell, then they have the opportunity to make a single weapon attack. In this scenario, they could use their Sudden fever as his main action, and then make another attack with his weapon rush action. If they reduced a target to 0HP with that attack, then they could activate the Rampage.

Not only that, but its base speed would be 60 instead of 30. The Sudden fever it would produce a speed of 120. And if they were connected and shot Rampage, then they would get another 30 (because half of their current is now 30, not 15.)

Design: is the observable pattern the right tool for this scenario?

This seems like a good use of the observation pattern, which in theory undocks the different types of objects a bit. However, I am not sure that the scenario is enough.

Suppose you had smallTower Y bigTower With different resource needs. Orchestration according to its scenario would require knowing what type of tower is to be built, creating the object of the tower (which knows the necessary resources), then verifying if the player has enough resources and reserving them, then subscribing to the notifications of the tower, build the tower and notify the elements that the tower is built to consume the reserved resources.

As you can see, in fact, in this scenario there is an interdependence between the tower, the player and the board before the notification can occur. Especially considering that the tower belongs to the player. Also, it is strange to have to subscribe to the new object before being sure that it can be built.

Therefore, I would suggest considering the use of the construction pattern (attention: the GoF generator and not the Bloch construction pattern). The responsibility of that object would be to verify that the building is feasible and then orchestrate the interrelation between the board, the tower and the player.

This constructor would have to know the interface of the 3 objects and would depend on them. But the other objects would remain as weakly coupled as possible.

I could still foresee an observer for all the events that happen to the tower that might be of interest (the tower is finished, the tower is damaged, the tower is destroyed).

unity – Debugging this Spherecast scenario

I currently have a problem in my custom character controller. I have a code that moves the transformation transform.postion.y of Gameobject to simulate gravity and the ground is detected using SphereCast. SphereCast is launched from the middle of the body towards the bottom. And then I have a big cube like my land.

When I place the character well above the cube and then press the Play button, the character drops and SphereCast detects a hit (scenario 1). But when I place it still above the cube but not as high as the first example, the SphereCast does not detect a hit (scenario 2). Therefore, it only detects a hit when I start it too high. And this only happens in the initial race, because I have a jump function and when I do the first scenario (hit the ground) and then I make a jump, SphereCast detects the landing after the jump even though the jump is the same height as the scenario 2.

So, my next step is to add a breakpoint in the success of SphereCast while I play the scenario 2 frame by frame. The fact is that, frame by frame, SphereCast detects scenario 2, so I don't know how to debug this.

Summary:

  • SphereCast touches the ground when the character is placed high above the ground and then press the Play button (scenario 1)
  • SphereCast does not touch the ground when the character is placed moderately high on the ground and then presses the Play button (scenario 2)
  • If scenario 2 is done frame by frame, SphereCast impacts
  • Need ideas on how to debug

Algorithms: Confusion with the worst case scenario for direct addressing

In CLRS there is an exercise for the structure of direct addressing data

Suppose a dynamic set S is represented by a direct address table
T of length m. Describe a procedure that finds the maximum element.
of S. What is the worst performance of your procedure?

For this question, I have seen many websites that indicate that the worst possibility is O (m) when starting and examining each non-zero slot until the end and then returning the maximum index,
but I think it can be done faster than that.
If the direct addressing tables have m slots, then obviously the highest value should be at the end (I thought the keys are treated as indexes in the direct addressing, correct me if I am wrong), so if we start iterating from the end , then the worst case scenario would be O (mn) where n is the number of elements examined by our iterator before reaching a non-zero value from the end of the direct addressing table

Is there something wrong with my approach? Can anyone clarify this issue?

Kubernetes OutOfCPU scenario – Superuser

In the OutOfCPU scenarios, the programmer continues to program the pod on the same node and somewhere 1000+ the same pod programmed on the node with OOC, the Programmer must verify the resources of the node before the programming is not the behavior.

The planner's records were verified, he continues programming, while from the journalctl records he says "the node did not have enough resources", then why the programmer plans the same.