1/7/2023 0 Comments Noita alchemy seedBut the midas formula kept naturally forming so getting gold was still possible. One game I'd get a kill, the gold would dissolve in the acid which the guys had instead of blood, and a poison cloud would poof out. I've been having a lot of fun with the alchemy mods - I've got extra alchemy, random alchemy and the materials randomizer so every game is a different crazy mess. It seems doable and he's pretty accurate at kicking stuff too. Vorebane fucked around with this message at 19:29 on Jul 22, 2020Ĭheck out LetsSufferTogether on youtube/twitch for a dude who plays with controller and is pretty consistent at getting wins, does speedruns and has completed a 31 orb boss kill. Probably? I think I'm up to 450 deaths here using controller exclusively, but I struggled to get past early levels. "I like Ur and Kavodel and Enki being nice to people for some reason." ![]() This is mitigated by a grid-based threading system to cull / batch the interactions between grid units, but the whole world sim is being processed every frame so you'd have to have a huge amount of VRAM to contain the whole world in your texture (even though the physics sim isn't calculating it).Īm I wasting my time trying to use a gamepad with this? The movement is easier for me to handle - as is usual for platformers - but aiming my spells is a load of old rear end compared to having a mouse. Noita also loses out on hyperlocality optimizations because of the large scale rigid body physics they can't guarantee that interaction won't come from non-adjacent "pixels". There is a rudimentary "falling sand" game that is 100% implemented in a shader (which, ironically, I can't find because Noita results are clogging up google), so putting the entire sim on the GPU is possible in technical terms, but it's super-hard in practical terms due to the enormity of the world. I regret□ to inform□ I am the most sexually□ vanilla □straight □ dude□ on the planet□ Depending on how you write your sim, you might find that a given pixel might do both, replicating itself - or do neither, and poof out of existence! I've no doubt the Noita devs had to wrestle with a lot of such bugs during development, and they'd have to start over, in a much more constrained environment, if they wanted it to run on a GPU. Each pixel in the column could fall to the left or the right. For example, say you have a 1-pixel-wide column of sand. The big gotcha that immediately comes to mind (and no doubt there's plenty of smaller gotchas as well) is conservation, i.e. So I don't think the concept is fundamentally flawed. Then it outputs that texture to a second texture, which can be retrieved by the main game logic and also fed back into itself to simulate the next frame. And it's not too hard to imagine the GPU consuming, say, a texture that represents the world state using different colors for different kinds of solids/liquids/powders/gases. What that means is that in principle if you could get the data into a form the GPU can handle, then it could simulate thousands of pixels in parallel. In other words, a given pixel's state depends on the state of adjacent pixels, and (I think) nothing else. But Noita does have one big advantage: basically all of the effects they need to worry about are hyperlocal. Just have to win the seed lottery, and then win the lottery again.(Apologies if you're already familiar with this) generally the difficulties with GPU-based computation are a) getting data off of the GPU is expensive, and b) translating the data into a form the GPU can make effective use of is tricky. Because it is currently broken and there is no way to get good at it. If the devs read this, please make alchemy not random. There is no way to improve at making alchemical chemicals at the moment.Ĭertain chemicals like Cement is completely RNG to get currently, since once you collect the orb it's just a low chance a wand or shop will have cement.Īdd all these RNG requirements and you have a system that is completely up to chance, the only thing in the players limited control is what they mix together, which can be in very limited amounts. As in, you mix random things and hope the seed has simple requirements for the chemicals. Other times it'll be nigh unobtainable materials like cement, gold (not dropped gold), etc.Īlchemy being random also makes it have no learning curve. ![]() This means sometimes, you'll get a seed where lively potion or alchemic precursor is just water, blood, worm blood, a potion and fire. Alchemy is currently completely random and tied to the seed.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |