unit – Check if an object is completely inside / overlapped by other objects in Unity3D?

j & # 39; I structures in voxels (gameobjects cube), and I want to do complex structures of them.

But I do not always want to place them on the grid. I want them to be more realistic, like diagonal:

enter the description of the image here

(Do not worry about these visual artifacts)

(If I wanted to make a fortress like this on the grid, these diagonals would be ugly and zigzagging.)

My problem is that, because of that, there would be double voxels at overlapping locations. I want remove each cube (for example from the selected wall object) that are being FULLY riding.

This way, there will be no double voxels (only partially on the edges, which is good) and it will look good too.

How could I check that? I do not want to edit the structures manually because the angle and the other object may vary. Therefore, a structure would need many variations.

How to type this constructor of objects in strict TypeScript mode without inflating it?

I like this model of constructor that I found online, but in strict mode, it will not work because I get for the first 3 properties the same error as for the first one:

(property) PizzaBuilder.numberOfSlices: number
The property & # 39; numberOfSlices & # 39; does not have an initializer and is not permanently assigned in the constructor.ts (2564)
export enum DoughType {
export enum Topping {
Pizza export interface {
numberOfSlices: number;
isThin: boolean;
doughType: DoughType;
trim: trim[];

PizzaBuilder export class {
private numberOf: number;
private isThin: boolean;
private doughType: DoughType;
private toppings: topping[] = [];

public setNumberOfSlices (numberOfSlices: number): PizzaBuilder {
this.numberOfSlices = numberOfSlices;
return this;
setIsThin public (isThin: boolean): PizzaBuilder {
this.isThin = isThin;
return this;
public setDoughType (doughType: DoughType): PizzaBuilder {
this.doughType = doughType;
return this;
addTopping public (topping: Topping): PizzaBuilder {
this.toppings.push (trim);
return this;
public construction (): Pizza {
if (this.isThin === undefined) this.isThin = false;
if (this.numberOfSlices === undefined) this.numberOfSlices = 8;
if (this.doughType === undefined) generates a new error (& # 39; The type of paste must be set & # 39;);
if (this.toppings.length <1) this.toppings.push (Topping.CHEESE);

return {
numberOfSlices: this.numberOfSlices,
isThin: this.isThin,
toppings: this.toppings,
doughType: this.doughType,

const pizza = new PizzaBuilder ()
.setIsThin (true)
.setNumberOfSlices (6)
.setDoughType (DoughType.HEALTHY)
.addTopping (Topping.CHEESE)
.to build();

I want to avoid giving numberOfSlices, is thin and type of dough default values ​​because it seems to defeat the idea behind the constructor. I can not put them to indefinite like that will not work.

Is there a solution that avoids excessive bloating? Adding booleans to detect if something has been defined seems like a cruel nightmare.

3.5nd dnd – Do abilities-enhancing objects or spells count to meet the prerequisites of an exploit?

Do abilities-enhancing objects or spells count in the meeting of prerequisites for the feat? I've always thought that they did not do it. But now I wonder.

For example, the text for Dexterity Gloves is

They add to the dexterity score of the wearer in the form of an improvement

This comes back to the question: is a bonus part of the score itself? This makes sense in the case of an inherent bonus. The inherent bonus is just a way to keep track of permanent magical enhancement, for example. via wish spells. This type of boost is limited to 5 points. As a DM, I think that the improvement of an aptitude score through the medium of greeting spells account for the fulfillment of the prerequisites for the exploits. But if so: what is the difference with an improvement bonus?

Ok, it may not be permanent. But there are rules to follow if you no longer meet the prerequisites: the exploit stops working until you meet the prerequisites.

This kind of decision would even mean that you can cast a spell before going into gear, take a feat and that feat only works when you have enough active boost.

So, my question is: Do abilities-enhancing objects or spells count to meet the prerequisites for feats?

How many users and objects can be in an Oracle database?

I wonder if anyone knows what are the largest existing Oracle databases in the world and how many users (DBA_USERS), objects (DBA_OBJECTS) can they contain?

Is there a scenario in which a database contains more than 100,000 users?

For example, as far as I know, there can be thousands of users in the MySQL database on a web hosting server, where every registered user registered on the website of the Web site. hosting has its own MySQL user. Are there any real Oracle databases used in this way?

pathfinder – How does the spell react when solid objects obstruct the area of ​​the spell?

I've recently played with a crowd that could launch deeper darkness at will. Until now, the spell seemed to me very clear because I thought that there was a sphere of 20 meters around the object on which it had been launched, where the effects of the spell were applied .

However, the next line in darknessThe description leaves me a little puzzled:

Yes darkness is placed on a small object that is then placed inside or under an anti-light coating, the effect of the spell is blocked until the coating is removed.

This line essentially introduces the fact that the spell has interactions with its environment.

This led me to wonder what would happen if a mage had just cast the spell at the bottom of a wall in the city. Would the spherical area of ​​the spell just go through and darken the other side of the wall (which would make the bag an exception to the spell's function)? Or would not it work and the wall would block the spell? Would the height of the wall make a difference (if the wall was higher than the radius of the spell for example)?

I guess RAW, the spell would just happen (although I would still like confirmation on this), but I'm also interested in what you would like to govern it.

lighting – How to get rid of dark objects from the camera while taking a photo?

I'm having a little hard time taking photos of my pencil drawings. I recently posted a question about noise & blurriness.

Here the thing is, my art looks much better

  1. It loses contrast
  2. Dark shades becomes little bright (Which should not be)

See the photo taken here:

enter image description here
The darkness of the spot marked by green line is very close to my current drawingmarked by red). And some white dots (imperfections in drawing), which are less visible in actual drawing,see yellow circle).

One possible reason can be too much light (I'm not sure, I've got a picture of my room lights below) that is causing brightnes or some camera settings is wrong.

And if I decrease the light of room, the dark spots become less brighter and better but overall becomes darker. Which is bad again.

Here is the photo info:

enter image description here

Here is photo of 2 lights in my room. I placed the artwork (A3 size) on the mirror that is in the middle of the image.

My camera is Nikon B500 point and shoot camera.

So, is the small sensor is the reason for it? Or the light is too much or too much?

enter image description here

2d – add strength to objects inside the area

I'm currently trying to create an area that would push the objects in a specific direction. (and also apply angular drag if possible)

I am currently new at Unity and Godot. I've already seen this in Unity tutorial and check if this is also possible in Godot.

I have a RigidBody2D (with gravity) that falls on an Area2D.

I am currently stuck at this code ..

func _on_Area2D_body_entered (body):
body.apply_impulse (Vector2 (), Vector2 (0, -50))

..but it only applies once after entering the aré and does not force continuously until the object leaves the area. I tried using add_force but it gave the object a constant speed and direction and did not fall.

dnd 3.5e – Do smart objects have dice

I know that intelligent objects are considered creatures for at least some reasons, but I've heard that they do not possess any skills or exploits of Hit Dice because they do not have Hit Dice. Do the rules indicate everywhere where smart objects should, in fact, not have racial Hit Dice in the type of construction? I guess that's because the DMG (cited here by SRD) says:

Smart objects can actually be considered creatures because they have intelligence, wisdom and charisma scores. Treat them as constructions.

And, while the game never tells you how much Smart objects have dice, creatures always have dice, as far as I know.

unit – Procedure for storing multicell objects on a sparse grid (example: buildings in Anno)

I'm currently working on an urban building game and planning the storage of buildings on the map.

In previous projects, I used a grid where each object had exactly 1 cell; or Unity Objects placed freely in the scene using collision detection.

While the second method would work simply by cutting out objects in grid coordinates, I hope to achieve better relationship management by using a grid while maintaining multicellular buildings.

An example of 2 buildings on the grid

For a reference, see Anno. The grid is quite small compared to the smallest buildings. At the same time, most of the map is unused. So I would prefer not to have an array for the whole map, but rather a clean data type storing only the cells used.
All cells need to know which building they occupy and to create and remove buildings should work without too much work. Buildings must also know their neighboring cells.

I plan to use ECS for behind-the-scenes management of buildings. But I guess I'll still need color boxes for the mouse to work

More generalized development not Gamedev:
How does Exel work? I guess it only stores the cells with the content. Cell fusion is possible and cell-based, I can easily get its content, whether it's a sub-cell address of a merged cell.

Tips for creating a data type?

java – Objects of the same type in a constructor

Good evening I want to receive in the constructor of a class one or more objects of another class generated according to the number of buttons marked by the user in the image j. Example: Buttons: 12, 14 and 16h marked, I wish to generate an object for each one of them and to transmit it to the constructor. from a room class. I would prove it in code, but I really do not know how.