Talk about anything
Have you ever wrote only a few lines of code, only then to take an hour break working out or something? I don't know why I feel so nervous when I code. Anyway, I did 20 push ups today. I've always found it difficult to reach that solid 20 but, then I started doing dumbbell exercises to build my shoulder muscles which helped tremendously( though the origin reasons as to why I'm working on my shoulder muscles is because I'm recovering from a shoulder injury that has been bothering me for years). Still, I wonder why I lack the discipline to just code for hours. I think it's because I was because I was not working in a proper work environment but, that can't be it. It does feel strange to code without using a tutorial. Still, it felt less intense than when I was teaching myself how to use the piano( which felt physically painful at first despite most of the work being mental). If it wasn't for my procrastinating, I don't feel that I'd be able to get anything done which is weird. Building that discipline to code for hours is going to be tough; can you relate? Also, have you ever procrastinated by doing exercises?
Audiobellum I'm doing it now. Anything to me done for more than an hour or two begins to feel like hell. Unless I drink a lot of coffee.
My whole life is one huge procrastination. I'm 41 and I don't think I've ever done anything in my life. But I seem to be getting closer every day, so that's enough for me.
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You have trouble focusing on one thing for hours at a time because your body and brain didn't evolve to do that. It's extremely unnatural behavior. I used to force people to take breaks every hour, even if they thought they were in the zone. Sometimes you think you're still focused, but you start making stupid mistakes.
I also used to work with some guys who would do a set of pushups every time they started to lose focus. It worked for me as well. Stressing your muscles releases hormones that benefit concentration immediately and over time. Loads of studies have repeatedly linked exercise with increased brain function in healthy and non-healthy individuals.
Another thing to consider is that the typical typing position isn't ergonomic. I do regular posture exercises to counter the damage it does (and to deal with a bad back injury I had years ago). Hurting your body hurts your brain.
I suspect that the secret to getting things done is to break everything up into small problems that you can solve in one session -- and not give into the temptation to keep going past your endurance without a significant break.
I just watched The Night Comes For Us, it's basically the Indonesian John Wick, OMFG.
Kojack As some have pointed out, one issue with USD is everyone who mentions it has to add "not the currency" to clarify what they are talking about.
Nah it's the currency of the future, who needs crypto and nft's when we have universal scene descriptors.
cybereality It sounds good, but it better not be Nvidia proprietary.
It's not, professional graphics industry produced standard, think studios like dreamworks and disney/pixar coming together to create a open(& source) standard for themselves basically.
Megalomaniak It's not, professional graphics industry produced standard
Yeah, I know the format exists, though I haven't had a need to use it before. I meant that if the Nvidia contributions would be donated open source, or some sort of corporate fork.
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https://github.com/PixarAnimationStudios/USD/blob/release/LICENSE.txt
Looks like the main license involved is Apache, so internal changes would likely have to be contributed back. A somewhat more LGPL like license rather than say MIT or BSD license.
Apparently I am the only one on the VR forums... Yay...
Unity giving me issues in VR now all of a sudden doesn't help, but I will keep all of those frustrations to myself.
All I want to do now is specialize in VR. If anyone knows anything about Godot VR, I would love to understand snap zones so I could make a simple inventory for my player character- one with a simple drag and drop system. Climbing would also be a plus. I can't figure all this stuff out on my own as the information on how to do it is not there.
Please help?
Thnx.
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Nerdzmasterz Apparently I am the only one on the VR forums... Yay...
As far as I'm concerned VR is still pretty raw and has a lot of childhood diseases. I have plans to support it… more in 3D than VR specifically… but in the very, very distant future. One of the main problems for me is that a lot of VR helmets are tied to different services — this is unacceptable categorically. Need to be able to connect the helmet to the PC and get stereo visuals without additional rituals, like the now forgotten NVIDIA 3D Stereo.
Tomcat Makes sense. I hope things get fixed in the near-future, at least. I wonder if there is a way to connect the hand controllers to the same signals on a keyboard, like WASD would be controlled instead by joysticks? IDK how that would work, though, or how to set it for keyboards that are not QWERTY.
Here's what I'm gathering about VR right now with Godot. I've been using OpenXR and XR tools, and overall it is actually fun. Even if you don't understand how to code for VR, the pre-made codes will let you do a lot. Of course, provided you can find anything on them. I can move and pick up and drop objects- I could build a small puzzle game ATM. It's not a bad start, although it makes me want to learn more.
Nerdzmasterz I've been using OpenXR and XR tools
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Tomcat Looks cool, although Oculus Quest 2 does everything I need atm without further support. It tracks my head and handles just fine- there's even an option to control the VR hands with your physical hands, although I've never tried it- save maybe once during a test run some while ago. I don't remember the outcome of it.
Now I don't know, exactly, but if those are intended for PC, it might not work for a mobile device. If it would work, I'm not against it, but I don't exactly want to break anything. My last attempts with Unity that actually worked made the game crash five minutes into it.
Nerdzmasterz although Oculus Quest 2 does everything I need atm without further support.
It may not be bad technically, however:
and a new requirement for users to log in with a Facebook account to use the headset and Oculus services.
Tomcat Yeah, although now it's Meta you have to log into... It's not the best thing. I mainly grabbed it for its price tag, as some are very expensive, and because I tried VR before grabbing a headset and fell in love with the immersion.
Now, I like the idea of connecting the headset to the PC for visual effects. The downside to that is that you trade off freedom of movement by adding a wire to the PC. It would, however, allow you to play games that have higher graphics. A pulley system might be a work around, if one wants to rig such a thing, of course.
Furthermore, Oculus Quest would not be my choice for a PC game with graphics like Fallout 4. Lucky for me, I'm not much into expensive, high quality assets while building my first VR games, so it still works for me as a beginner. It's sort of like the first weapon you get in just about any RPG game- not that great, but it can still do the job in a pinch. Just don't go to the final level with it, if you get my meaning.
Nerdzmasterz Yeah, although now it's Meta you have to log into...
It's not allowed in Russia. We have a lot of things banned… I'm surprised I show up here…
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Tomcat That must be frustrating. Still, it probably wouldn't be the best device for you, as you want to build VR PC games -unless you were getting an Oculus Rift instead. Something more along the lines of SteamVR would work, perhaps. Didn't Godot use something involving Steam to actually set up the engine, or whatever? One thing I notice is that the game will play on your PC screen as one looks around in the Godot game world, similar to how Green Hell VR does. I believe GHVR is Steam.