In American football, numbers indicate what position you play. In college basketball – less so in the pros – numbers are mostly combinations of 0 to 5 like 5, 11, 23, 32, 41, etc. Babe Ruth wore 3 and Lou Gehrig 4 because they hit 3rd and 4th in the Yankee order. In the early days of baseball, the batting order wore numbers 1 to 9 based on the place they hit in the order. Although some countries didn’t use numbers until the W-M was in vogue, which makes some small differences.Įvery sport has a history with numbers. To make a long story short, the most common formation when numbering was beginning to be used was the 2-3-5. Keeper as the #1 and moving from the back to the front and right to left. The starting eleven players wore numbers 1 to 11, starting with the The earliest soccer numbers were handed out based on the Jerseys so fans and media could tell who players were from high in the stands. When our modern sports formed ages ago jerseys didn’t have You by learning some history and meaning for the numbers. Trying to understand why a pro wears what he does, then maybe this will help I thinkīut if you’re trying to pick a number for yourself, or I have strong ideas about what should be worn and by whom. I happen to take numbers very seriously, to me they have I do update and freshen the lists of players with current players while still keeping old famous examples. Hopefully, each time this piece gets better. With the current pause for Covid-19 I figured I could refresh it again for 2020.Įvery time I re-do this post – this is the 5th pass of it – I’ve learned more and read more stories that I try and include. I first wrote this piece back in January of 2009, re-wrote it in 2013, again in 2017 as part of 3rd Degree’s 20th birthday celebration, and last year in 2019 with the move to the new independent site. Over the years it’s been by far the most asked for, requested, and clicked on things I’ve ever written. Since 3rd Degree has moved a couple of times, this post keeps getting lost in the void.
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We enabled ourselves to use a late rendering update, even if we’re manually setting the rotation and location of the camera. SetRelativeTransform(FTransform(Orientation, FVector::ZeroVector)) Ĭompile the engine and go get some coffee. SetRelativeTransform(FTransform(Orientation, Position)) If (GEngine->HMDDevice->UpdatePlayerCamera(Orientation, Position)) If ((bLockToHmd || bLockRotToHmd) & GEngine->HMDDevice.IsValid() & GEngine->HMDDevice->IsHeadTrackingAllowed()) GEngine->HMDDevice->SetupLateUpdate(ParentWorld, this) If (bUseLateUpdate & GEngine->HMDDevice.IsValid() & GEngine->HMDDevice->IsHeadTrackingAllowed())Ĭonst FTransform ParentWorld = GetComponentToWorld() Change the top portion of the method code to look like this: We’re going to add support for locking the HMD rotation and support for a late render update. We’re going to be making some small modifications to this. Look for the “GetCameraView(float DeltaTime, FMinimalViewInfo& DesiredView)” method (Line 216). Next, open up “CameraComponent.cpp” in \Engine\Source\Runtime\Engine\Private\Camera\CameraComponent.cpp Use this for VR if you aren't locking the HMD.*/ *This will use a late update to on the render thread. ** True if ONLY the camera's orientation should be locked to the HMD. UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = CameraSettings)Īnd then add the following two code blocks: ** True if the camera's orientation and position should be locked to the HMD */ Open up “CameraComponent.h” in \Engine\Source\Runtime\Engine\Classes\Camera\CameraComponent.h It will always be centered on the players head, and if you call “Get Actor Location” on this head, you’ll get the players head in world space coordinates! This is super simplified, because now you don’t have to derive this location from the actor location + camera relative offset. We don’t want to sweep along the camera component location delta, we want to sweep along the actor location delta.Ĭonceptually, I have a disembodied head which contains all of the VR specific implementation code. In order to prevent people from putting their head through a wall, we’d have to do a sweep test between the cameras current location and its previous location to figure out if there’s anything colliding. Okay? So this means people can put their head through a wall. The important thing to note is that in the standard documentation, this will cause the Camera Component Relative Location to change by the HMD location, but the scene component your camera is attached to is NOT CHANGED. This would make sure that any HMD **translations **and **rotations **are applied to the camera, and it also applies a rendering late update. Normally, you would go into your Camera Component and find a checkbox which says “Lock to HMD” and you’d make sure that is checked. Before we get into that, let me explain what’s going on. You MUST download the latest source and compile the engine for this to work because we’re going to be making a couple small modifications to the engine source in order for this to work. I am using the 4.13 Source build of the engine.I’m going to walk you guys through how to replicate my success. I came up with a two part solution and it goes against the Epic VR documentation, but I feel my setup is far superior. Have some friends ruining their USB ports due to ripping the connector off the PCB, thinking it’s a clip connector.Hey guys, there is a really tricky problem to deal with in VR: How do you prevent the player from putting their head through a colliding object? This isn’t much of an issue, but in sub-par lit environments, it looks like a clip connector. 3) The USB connector isn’t labeled as a pull-out connector. I also avoided this thanks to a comment on the step, but I’ve heard many has broken their sensors doing this. Some remaining dirt is better than a broken stick. DO NOT USE FORCE ON THESE! If you’re in doubt, just try and blow some air into them. 2) The sensor housing have very fragile clips which easily break after a repair or two. These easily break, although I avoided that. Only remark I have are three things: 1) There are four clips that are hard to see on the images, and aren’t detailed they are on the top right and left, under the “SHARE” and “OPTIONS” buttons, as well as the two clips on either side of the docking port. Great walkthrough and high-res images makes the job a lot smoother. You can also join the discussion on our Discord. Use the Steam Workshop to download user created mods, houses, characters and much more! What about user created content and mods?Paralives is made by lovers of simulation games with the support of the community to make it the best it can be. The unofficial Slime Rancher 2 subreddit, and the best place to discuss its mods For the first edition, go to r/slimerancher 5.7K Members. Put on your best outfit, call some friends and use your bike or car to meet them at the park, restaurant, beach, shop, mountain or anywhere, really! Looking to discover an open world filled with opportunities and venues?Summer or winter, there’s always something to do. Willing to immerse yourself in parallel lives and achieve your wildest dreams?We’ve got your back! Take care of your pet, focus on your career, find true love, spend time with friends and family, explore hobbies or be as mischievous as ever. From head to toe, you can really decide it all! What about creating a unique Parafolk?Paralives comes with an advanced character creator including a height slider, resizable facial and body features, full color customization and complex personalities. I have no time to do this and don’t know if the devs will open the game for mods, but if any of you guys that have time to create a multiplayer mod here is a link to help do this. Build your dream house, create some characters and manage their lives the way you want inside their homes and all around an open world town!ĭreaming of building your perfect house but need the right tools?No problem! Paralives comes with innovative tools to create grid-less constructions, curved walls, resizable objects, split level floors, custom shaped stairs, full color/texture customization and much, much more! Slime Rancher is the tale of Beatrix LeBeau, a plucky, young rancher who sets out for a life a thousand light years away from Earth on the ‘Far, Far Range’ where she tries her hand at making a living wrangling slimes Slime Rancher Multiplayer Mod Does Slime Rancher Multiplayer Mod have Co-op or MultiplayerYes. Slime Multiplayer ( mod Here is an idea for any brave soul that likes to program and can (give a hand). Paralives is an upcoming doll house life simulation indie game for PC and Mac. The aggressive combat and multiple missions can keep you engaged for hours. While playing the game, you can take control of the infantry it comes with various firearms and weapons from the devastating war. It lets you play the game from different perspectives, including British, Soviet, and American regimes battling it out in World War II. Within a short period, the game became extremely popular among gamers worldwide.Ĭall of Duty Mobile for PC focuses on multiple viewpoints in the storyline. At the time, the game used a revamped version of the ID Tech 3 Engine, which led to comparisons with other action-packed shooting games. Developed by Activision Publishing, the game’s primary objective was to focus on simulating infantry and arms warfare prevalent in World War II. Adaptive mechanics, multiple missions, and multiplayer modeĬall of Duty Mobile hit the market in 2003. The only problem is that the controls aren’t as smooth as those found in the mobile version. Call of Duty Mobile for Windows offers the same thrilling experience as you would get on Android, but on a larger screen. The title comes with engaging gameplay, single and multiplayer modes, solo campaigns, and a range of missions. Instead, it focuses on everything from intergalactic battles to the Vietnam War. In the past, the game underwent various editions, with each one offering something new and interesting.ĬOD Mobile doesn’t take a uni-dimensional approach. Currently, it competes with titles like Counter Strike, PUBG, Medal of Honor: Pacific Assault, etc.Ĭall of Duty Mobile is an excellent way to enjoy multiple missions, game modes, and adaptive shooter mechanics on a large PC screen. This World War II shooter game has been popular among gamers around the world. Shaun Jooste Updated 10 months ago A classic shooter game for Windows PCsĬall of Duty Mobile for PC is the Windows version of the popular battle royale game series. This parameter is controlled by the modulation wheel. Vocal Morph: Morphs through the vowel sounds A, E, I, O, U. The vowels can also be selected using keyswitches in the range from C0 to A0.ĭouble: Adds the second group of the choir, and spreads the two groups between the left and right stereo channel. Vowel: Selects the vowel to be played when pressing a key. Alternatively, you can use the left and right arrow buttons to select the previous or next entry, respectively. You can open the drop-down menu by clicking on the name and selecting an entry from the list. Scale: Selects the scale to be played when Chord is activated. Alternatively, you can use the left and right arrow buttons to select the previous or next value, respectively. You can select the key by clicking on value and dragging up and down. Key: Selects the key to be played when Chord is activated. When Off is selected, keys trigger individual notes. Turning the control fully to the left produces a neutral sound.Ĭhord: Selects a chord to be played when pressing a single key. Sound: Morphs between different timbre settings. Turning the control to the right make the sound decay more slowly. Turning the control to the left makes the sound decay more quickly after releasing a key. Turning the control to the right produces a softer onset of the sound. Turning the control to the left produces a sharper onset of the sound. Divisi only takes effect if Chord is activated.Īttack: Adjusts the attack time. This parameter is controlled by the modulation wheel.ĭivisi: Distributes the notes of the chord between the chorus sections.
Mortgage Rateįor the mortgage rate box, you can see what you’d qualify for with our mortgage rates comparison tool. Your credit score and income are two additional factors that play a role in determining your mortgage rate and, therefore, your payments over time. Being able to make a sizable down payment improves your chances of qualifying for the best mortgage rates. In general, most homebuyers should aim to have 20% of their desired home price saved before applying for a mortgage. *The payment calculations above do not include property taxes, homeowners insurance and private mortgage insurance (PMI). The table below shows how the size of your down payment will affect your monthly mortgage payment. One common exemption includes, VA loans, which don’t require down payments, and FHA loans often allow as low as a 3% down payment (but do come with a version of mortgage insurance).Īdditionally, some lenders have programs offering mortgages with down payments as low as 3% to 5%. Many mortgage lenders generally expect a 20% down payment for a conventional loan with no private mortgage insurance (PMI). Next, divide by your monthly, pre-tax income. To calculate your DTI, add all your monthly debt payments, such as credit card debt, student loans, alimony or child support, auto loans and projected mortgage payments. Here’s the formula for calculating your DTI:ĭTI = Total Monthly Debt Payments ÷ Gross Monthly Income x 100 The higher the ratio, the less likely it is that you can afford the mortgage. This ratio helps your lender understand your financial capacity to pay your mortgage each month. This rule says that your mortgage payment shouldn’t go over 28% of your monthly pre-tax income and 36% of your total debt. One of the rules you may hear as a homebuyer is the 28/36 rule or the debt-to-income (DTI) rule. Home price, the first input for our calculator, is based on your income, monthly debt payment, credit score and down payment savings. Here’s a breakdown with an explanation of each factor and how it influences your payment. SmartAsset’s mortgage payment calculator considers four factors - your home price, down payment, mortgage interest rate and loan type - to estimate how much you will pay each month. Factors That Determine Your Mortgage Payment The numbers can always be adjusted later.įor a more detailed monthly payment calculation, click the dropdown for “Taxes, Insurance & HOA Fees.” Here, you can fill out the home location, annual property taxes, annual homeowners insurance and monthly HOA or condo fees, if applicable. Don’t worry if you don’t have exact numbers to work with - use your best guess. In the dropdown box, choose your loan term. There are three fields to fill in: home price, down payment and mortgage interest rate. The first step to determining what you’ll pay each month is providing background information about your prospective home and mortgage. N = Number of Monthly Payments for 30-Year Mortgage (30 * 12 = 360, etc.) How SmartAsset's Mortgage Payment Calculator Works P = Principal Amount (initial loan balance) Mortgage Payment Formulaįor those who want to know the math that goes into calculating a mortgage payment, we use the following formula to determine a monthly estimate: To find a financial advisor who serves your area, try SmartAsset's free online matching tool. You can also try our home affordability calculator if you’re not sure how much money you should budget for a new home.Ī financial advisor can aid you in planning for the purchase of a home. You can adjust the home price, down payment and mortgage terms to see how your monthly payment will change. SmartAsset’s mortgage calculator estimates your monthly mortgage payment, including your loan's principal, interest, taxes, homeowners insurance and private mortgage insurance (PMI). |
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