Cultcow EvaXephon / Yanderedev / Alex Mahan / Alexander Stuart Mahan - Developer of Osana from 2014 till September 2020, Crowdfunding Soon

What will happen to Yansim?

  • Alex works less and less on his game as he rides out his tugboat

    Votes: 1,346 43.3%
  • Alex drops the game and becomes a fulltime streamer

    Votes: 441 14.2%
  • Alex opens up a Kickstarter that will fail because of gremlins (no refunds)

    Votes: 589 19.0%
  • Alex adds more useless features asking for more money

    Votes: 1,128 36.3%
  • Alex goes full skitzo drawing crayon comics about his battles with gremlins

    Votes: 341 11.0%
  • Alex takes all the criticism to heart and improve his life

    Votes: 71 2.3%
  • Alex will troon out becoming Alexia

    Votes: 849 27.3%
  • Alex does a flip

    Votes: 693 22.3%

  • Total voters
    3,107

Diesel Boogaloo

kiwifarms.net
1605492426754.png

Why would Info-chan's intel refer to people at school as "characters"?
 

SquirrelModeller

3D modeller
kiwifarms.net
Update on the optimization of Yandere Simulator
I extracted the gamefiles once again and analyzed the Unity scene in a stream. Upon analyzing it I made some interesting discoveries. Apparently Alex attempted to instance with the standard material using "GPU Optimization". This of course failed as the assets have been marked static, and become a root mesh. Essentially rendering the practice of instancing completely and utterly useless.
1605686415925.png

Sorry for the awful bitrate, due to bad internet while streaming. However look at the mesh. "Root Scene". It is an attempt from unity to lower the batch count when a object has been marked as static. If he wanted to instance these objects he should have not made these static. Suprsingly almost all standard materials in the school are now using "GPU Optimization", aka a pathetic uneducated unsuccessful attempt at instancing.
The ONLY ASSET which NEEDED IT THE MOST, the trees, are ironically the only asset which material is not using GPU optimazation and of course, still marked as static.
Despite Alex claiming to use Atlas maps, (combining textures into one material) that is not true. Each doll on this shelf has ITS OWN MATERIAL. This is a very common sight throughout all scenes in his project. Absolutely awful.
1605686415528.png

The setpass of the midnight scene in the kidnapping whatever the fuck that is about has 1700 SETPASSES IN ONE FRAME. That means your poor GPU and CPU has make 1700 ACTIONS TO RENDER 1 FUCKING FRAME.

The "realtime" lighting that Alex uses are not baked, but objects are marked to not receive shadows... which renders the practice of using real time lighting useless. This level of incompetence is unseen anywhere else. Even in shitty VrChat worlds.

Conclusion: Game has become even more shitty and Alex does not give a crap
 
Last edited by a moderator:

Least Concern

Pretend I have a Biden avatar like everyone else
kiwifarms.net
Update on the optimization of Yandere Simulator
I extracted the gamefiles once again and analyzed the Unity scene in a stream. Upon analyzing it I made some interesting discoveries. Apparently Alex attempted to instance with the standard material using "GPU Optimization". This of course failed as the assets have been marked static, and become a root mesh. Essentially rendering the practice of instancing completely and utterly useless.
View attachment 1735391
Sorry for the awful bitrate, due to bad internet while streaming. However look at the mesh. "Root Scene". It is an attempt from unity to lower the batch count when a object has been marked as static. If he wanted to instance these objects he should have not made these static. Suprsingly almost all standard materials in the school are now using "GPU Optimization", aka a pathetic uneducated unsuccessful attempt at instancing.
The ONLY ASSET which NEEDED IT THE MOST, the trees, are ironically the only asset which material is not using GPU optimazation and of course, still marked as static.
Despite Alex claiming to use Atlas maps, (combining textures into one material) that is not true. Each doll on this shelf has ITS OWN MATERIAL. This is a very common sight throughout all scenes in his project. Absolutely awful.

The setpass of the midnight scene in the kidnapping whatever the fuck that is about has 1700 SETPASSES IN ONE FRAME. That means your poor GPU and CPU has make 1700 ACTIONS TO RENDER 1 FUCKING FRAME.

The "realtime" lighting that Alex uses are not baked, but objects are marked to not receive shadows... which renders the practice of using real time lighting useless. This level of incompetence is unseen anywhere else. Even in shitty VrChat worlds.

Conclusion: Game has become even more shitty and Alex does not give a crap
Can someone translate this from 3D Modeling Nerdish to English for the benefit of the rest of us trying to read this thread?
 

HomerSimpson

I AM SO SMRT!
kiwifarms.net
View attachment 1734153

This genuinely sounds like it was written by a robot.
No student (or for that matter, person) would go up to someone and refer to them by their full name. It sounds unnatural.

Oh wait.
This is Alex we're talking about.
Because he doesn't know how to code that well. In the engine I play around with, it's called a switch statement. I think unity calls it a case. It would be something like switch{string.name case Inkyu Base: Inkyu;break;}. Or something like that. I'm gonna guess it's written in a way that is set to be 1 of however many rather than allowing it to be randomized or change ever. Wouldn't be hard to do even.
Update on the optimization of Yandere Simulator
I extracted the gamefiles once again and analyzed the Unity scene in a stream. Upon analyzing it I made some interesting discoveries. Apparently Alex attempted to instance with the standard material using "GPU Optimization". This of course failed as the assets have been marked static, and become a root mesh. Essentially rendering the practice of instancing completely and utterly useless.
View attachment 1735391
Sorry for the awful bitrate, due to bad internet while streaming. However look at the mesh. "Root Scene". It is an attempt from unity to lower the batch count when a object has been marked as static. If he wanted to instance these objects he should have not made these static. Suprsingly almost all standard materials in the school are now using "GPU Optimization", aka a pathetic uneducated unsuccessful attempt at instancing.
The ONLY ASSET which NEEDED IT THE MOST, the trees, are ironically the only asset which material is not using GPU optimazation and of course, still marked as static.
Despite Alex claiming to use Atlas maps, (combining textures into one material) that is not true. Each doll on this shelf has ITS OWN MATERIAL. This is a very common sight throughout all scenes in his project. Absolutely awful.

The setpass of the midnight scene in the kidnapping whatever the fuck that is about has 1700 SETPASSES IN ONE FRAME. That means your poor GPU and CPU has make 1700 ACTIONS TO RENDER 1 FUCKING FRAME.

The "realtime" lighting that Alex uses are not baked, but objects are marked to not receive shadows... which renders the practice of using real time lighting useless. This level of incompetence is unseen anywhere else. Even in shitty VrChat worlds.

Conclusion: Game has become even more shitty and Alex does not give a crap
I dunno what the term unity uses, but is he still doing updates every frame? I remember a buddy sharing something with me that said he did just about everything in a way where the game updates it's info of characters moving and such in the frame checks essentially.
 

Anderson's Phone

1-800-FAT TITS
kiwifarms.net
tbh i reckon autism is way over-diagnosed for this reason
I agree. Before it was a short spectrum that was easy to recognize. Now it's "Does your kid act a little weird? Well he's autistic, and if it isn't diagnosed with that I'll be sure to pressure the CDC or whoever the fuck to add it to the spectrum"

Honestly, people nowadays think anyone who is odd has autism. If you're a teen who wants to try animation and you slur a little you're autistic too. Be sure to take your pills too. Like WTF can no one just be weird anymore?
 

SquirrelModeller

3D modeller
kiwifarms.net
What you are referring to is the non instanced student script. Alex has made a student script containing all actions that a student can possibly take. This also accounts for custom events. A student has to go through every action of every student and check if the statement is true or false. Even if the Student does not go in class C, it has to check if it should to go the class C. In the code it also tells where the students should be through out the day.

For each frame it will run the script going through all the actions, checking if the students fits the statement, then checking if the time fits the statement. If all statements are true, the student will execute the action. Not only is that one of the most UN-OPTIMIZED ways of writing a script. Even a new person learning programming would NEVER do this. This is why:

The optimized way to write this script is to make a script to distributes valuables for all students to classify them into groups. This script will tell the student to call what script depending on what valuable they have. So if Class A student is given A as a value, it will NOT have to go through every other action that the student will never take. Instead it refers to the student A script, and never touches Student B's script. These scripts that are called, are also known as a "Class", or an instance.

The other great thing of calling on a function is that it can be instanced for all students. They are all sharing the same script, instead of the script running induvidually on every student.
 
Last edited:

cjöcker

kiwifarms.net
switch statement
Holy fuck. Stop spewing horse shit about switch statements. No amount of switch statements will fix his game. It's architecturally fucked and is an unscalable mess which has all of its game logic spread across a couple of methods.

Edit:
Rather than using a switch statement for getting the first name (this was a horrible idea, what the fuck were you sniffing????), you should split the name string like so.
C#:
string name = "Full Name";
string firstName = name.Split(" ")[0];
 
Last edited:

HomerSimpson

I AM SO SMRT!
kiwifarms.net
Holy fuck. Stop spewing horse shit about switch statements. No amount of switch statements will fix his game. It's architecturally fucked and is an unscalable mess which has all of its game logic spread across a couple of methods.

Edit:
Rather than using a switch statement for getting the first name (this was a horrible idea, what the fuck were you sniffing????), you should split the name string like so.
C#:
string name = "Full Name";
string firstName = name.Split(" ")[0];
Okay, now do that for every single name and also write code to assign a variable to each name so that it can correctly identify what to use.

Or, a switch statement that just changes the text to something else when it appears. I use it for days of the week in my game, same idea.
 

SIGSEGV

Segmentation fault (core dumped)
True & Honest Fan
kiwifarms.net
Okay, now do that for every single name and also write code to assign a variable to each name so that it can correctly identify what to use.

Or, a switch statement that just changes the text to something else when it appears. I use it for days of the week in my game, same idea.
You're right, some switch statements would fix all of the problems with Alex's code. Take a look at StudentScript.cs, then apologize for being fucking retarded.
 

HomerSimpson

I AM SO SMRT!
kiwifarms.net
You're right, some switch statements would fix all of the problems with Alex's code. Take a look at StudentScript.cs, then apologize for being fucking retarded.
I don't have to, because I know the names are hard coded. They aren't procedurally generated. If the names are stored in any way, at all, a switch statement would be the best choice to make it change in the text. It would be quick and easy to implement and fix the issue of the text box using full names when saying a characters name. It could written into that text prompt itself.
 

SIGSEGV

Segmentation fault (core dumped)
True & Honest Fan
kiwifarms.net
I don't have to, because I know the names are hard coded. They aren't procedurally generated. If the names are stored in any way, at all, a switch statement would be the best choice to make it change in the text. It would be quick and easy to implement and fix the issue of the text box using full names when saying a characters name. It could written into that text prompt itself.
>write a switch statement with a case for every possible student
Okay Alex
 

Kuritan Deplorable

kiwifarms.net
I don't have to, because I know the names are hard coded. They aren't procedurally generated. If the names are stored in any way, at all, a switch statement would be the best choice to make it change in the text. It would be quick and easy to implement and fix the issue of the text box using full names when saying a characters name. It could written into that text prompt itself.
You're also wrong, the names aren't hard coded. They're pulled in from JSON of all things, as a single string.

Also, this JSON is great and I should have looked at it sooner
One of the nice things about JSON is that its fairly extensible and flexible, letting you nest data cleanly for more complex structures.

Or, you could do what Alex has done.
JSON:
{
    "ID":"1",
    "Name":"Taro Yamada",
    "RealName":"",
    "Gender":"1",
    "Class":"32",
    "Seat":"15",
    "Club":"0",
    "Persona":"1",
    "Crush":"0",
    "BreastSize":"0",
    "Strength":"0",
    "Hairstyle":"1",
    "Color":"Black",
    "Eyes":"Black",
    "EyeType":"Male",
    "Stockings":"None",
    "Accessory":"0",
    "ScheduleTime":"7_7_8_13.0100_13.375_15.51_16_17.25_99_99",
    "ScheduleDestination":"Spawn_Locker_Hangout_Seat_LunchSpot_Seat_Clean_Hangout_Locker_Exit",
    "ScheduleAction":"Stand_Stand_Read_Sit_Eat_Sit_Clean_Read_Shoes_Stand",
    "Info":"An average student. \n \n Average grades, average looks, average life... \n \n I'm not sure what you see in him."
}

Of note there, the three schedule entries. Rather than actually having some sort of structure in there by which he can define them, he's just written them into one big old string mess that he then parses out. He has no way to easily read what matches up to what, make sure that the pairs match, that nothings been transposed, etc. That right there is a big pain in the ass, done the hard way for no real good reason, when its trivial to parse nested json structures out to build full proper schedule objects. But off course, that'd require having such objects exist.

He also distributes the old student json as a backup, right in the file. I don't know why. Other fun Json includes the credits, a topics one that seems like it actually covers the specific conversations, but is just hardcoded array references (What the fuck are you doing yandev why does this need to exist)
 

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