Streaming Online Hidden Figures (2016)

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Quality : HD
Title : Hidden Figures.
Director : Theodore Melfi
Release : December 10, 2016
Language : en.
Runtime : 126 min
Genre : History, Drama.

Synopsis :
‘Hidden Figures’ is a movie genre History, Drama, was released in December 10, 2016. Theodore Melfi was directed this movie and starring by Taraji P. Henson. This movie tell story about The incredible untold story of Katherine G. Johnson, Dorothy Vaughan and Mary Jackson – brilliant African-American women working at NASA, who served as the brains behind one of the greatest operations in history: the launch of astronaut John Glenn into orbit, a stunning achievement that restored the nation’s confidence, turned around the Space Race, and galvanized the world. The visionary trio crossed all gender and race lines to inspire generations to dream big.

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9 Responses to Streaming Online Hidden Figures (2016)

  1. Timulus says:

    I understand that you are now fully entrenched in Unity and can’t turn back now, but given the number of different bugs and difficulties you’ve had with the engine, would you still choose Unity if you could go back and start it all again?

  2. Sinistralis says:

    Couldn’t you run this check multiple times per second to smooth it out? Or does the auto-nav only attach to the navmesh?

    Are you able to manipulate the navmesh in any way in real time?

  3. Eric says:

    @Timulus – if I started over 3+ years ago? No question about it, I’d still go with Unity. If I started over today, … probably I’d still go with Unity, but I’d look at recent options more carefully. There’s going to be a ton of annoyances with any engine — I’ve never used one that didn’t have grievances like this — and Unity’s workflow tools and cross-OS compatibility are still really hard to beat. But if I were starting a few years in the future, who knows.

    @Sinistralis – the NavMesh system actually moves you along the mesh automatically, so if I tried to move you too, you’d ping pong up and down at a high frequency. There’s a way to turn off the automatic movement, and do it by hand, but it doesn’t seem to have been thought out very well… it will need new hacks to make work, basically. That’s probably the eventual solution, but will take a lot of fiddling and frustration, so I’m putting that off.

    You can’t exactly manipulate the NavMeshes in real time — the stuff in the pictures above is hard-coded. You can place “obstacles” in the scene dynamically, though, so I could put little filler boxes everywhere there’s a problem, or something like that.

    However, navigating lots of dynamic obstacles costs CPU power, which is my bottleneck for the AI servers. So that makes that option less exciting to experiment with.

  4. Sinistralis says:

    Ah, I was hoping you could edit it in real time, then you could fix spots as player move along, but that obviously wasn’t how this was designed.

    Does this also affect auto movement from skill use?

  5. Eric says:

    Yep, it affects auto movement from pretty much any source, except the auto-move-straight-forward button.

  6. Lolin says:

    does this mean we can stop reporting this one?

  7. Kevin Reid says:

    I’m initially surprised by this bug: I would think that the first thing to do would be to use the navmesh to derive a path and use that path to generate movement-control inputs, so the character is subject to normal collision with the ground.

    On second thought, I can see that that’s more expensive, harder to implement in a generic engine, and would cause occasional hanging up on small obstacles. But perhaps doing it that way would be straightforward enough to be a satisfactory fix for players intersecting the ground while (as opposed to after) automoving?

    (Players only, not monsters, since it would be less noticeable and more expensive for monsters, and since, if it gets hung up, players can compensate intelligently and see it as a minor glitch compared to monsters getting stuck and being sitting ducks.)

  8. Sinistralis says:

    Redirecting everything through something that parses distance and calculates a “run time to location” and turns/runs sounds like a brilliant way to fix this problem. The only issue with it would be that you lose the built in pathing, and having to account for maneuvering around small obstacles/turns etc I feel like would be exceptionally expensive, as stated above.

    Cool idea, although this is something I’d be leery of just band-aiding. I feel like this would just be an issue waiting to pop up at another point but I don’t know much about Unity, so maybe not.

  9. Jason says:

    Wow, thats a PITA. I remember working with the navmesh in HeroEngine, each time you saved it recalculated for the area. Was very nice and useful. Too bad you can’t port over to use that.