AeonFelis

joined 3 years ago
[–] AeonFelis@lemmy.world 5 points 1 day ago (1 children)

My gaming PC is connected to the TV screen and I use it like a console - which means I mostly use a gamepad. Until one of these fuckers show up, and I need to get off my lazy ass and go grab the keyboard...

[–] AeonFelis@lemmy.world 0 points 1 day ago (1 children)

Did you go back with a time machine to make sure it didn't make sense back when it was written?

[–] AeonFelis@lemmy.world 4 points 1 day ago

Where else am I supposed to keep my moths?

[–] AeonFelis@lemmy.world 8 points 1 day ago* (last edited 1 day ago) (1 children)

Argentina

Still America - just not America(tm)[^1]

[^1]: Really wish we could double-capitalize words...

[–] AeonFelis@lemmy.world 23 points 1 day ago (2 children)

Are you not entertained?

[–] AeonFelis@lemmy.world 4 points 2 days ago (1 children)
[–] AeonFelis@lemmy.world 4 points 3 days ago

Also the source of most of the things Rust gets criticized for. Ugly syntax? That's mainly because of the lifetimes, which server as instructions for the Borrow Checker. Too many types of strings? So that the Borrow Checker can determine how the memory slice the text is stored in is managed. And of course - the complicated error messages are where the compiler is trying to explain to you what the Borrow Checker is thinking.

[–] AeonFelis@lemmy.world 4 points 3 days ago (1 children)

(Lack of any idea to program more than anything tbh)

Make a launcher. Apparently they are all the rage nowadays.

[–] AeonFelis@lemmy.world 6 points 3 days ago (3 children)

Even if the pay is good - unfucking vibed code is going to be very grueling. Like fixing legacy code but so much worse - because legacy code at least used to make sense at some point in the past.

[–] AeonFelis@lemmy.world 2 points 4 days ago

He’s not a human being.

He is. Human beings are capable of doing these things. Don't try to absolve our species.

[–] AeonFelis@lemmy.world 27 points 4 days ago (1 children)
[–] AeonFelis@lemmy.world 6 points 4 days ago* (last edited 4 days ago)
  1. Cook as much as you feel like.
  2. Eat until satiated.
  3. Put the leftovers in a container.
  4. Place the container in the refrigerator.
  5. Wake up in the middle of the night.
  6. Take the container out of the refrigerator.
  7. Open the container.
  8. Eat the entire leftovers while the door of the refrigerator is still open as if you were the Italian cousin of the Cookie Monster.
 

Encountering one of these embedded tweets in a blog post, my hand instinctively moved to click the X and close it. That took me to the website.

Could this be a clever ruse to generate more visits? Is Elon Musk actually more cunning than we give him credit?

 

I have this idea for a certain game development tool, but before I start another side project I want to check if something similar already exists.

An important part of game development is fine-tuning numeric values. You have some numbers that govern things like character motion, weapon impact, enemy AI, or any other game mechanic. For most of these there is no "correct" value that can be calculated (or even verified!) with some algorithm - you have to manually try different values and converge to something that "feels right".

The most naive way to fine-tune these numbers is to have them as hard-coded values, tweak them in code, and re-run the game every time you change them. This, of course, is a tedious process - especially if you have to go through long build times, game loading, and/or gameplay to reach a state where you can test these values (that last hurdle can often be skipped by programming in a special entry point, but that too can get tedious)

A better way would be to write these numbers in configuration file(s) which the game can hot-reload - at least while in development mode. That way you can just edit the file and save it, and the game will reload the new values. This is a huge improvement because it skips the building/loading/preparing which can drastically shorten the cycles - but it's still not perfect because you have to constantly switch between the game and the configuration file.

Sometimes you can use the game engine editor to tweak these while the game is running, or create your own UI. This makes the context switches hurt less, and also lets you use sliders instead of editing textual numbers, but it's still not perfect - you still have to switch back and forth between the game controls and the tweaking interface.

Which brings us to my idea.

What I envision is a local fine-tuning server. The server will either update configuration files which the game will hot-reload, or the game could connect to it via WebSocket (or some other IPC. But I like WebSocket) so that the server could push the new values to it as they get updated.

After the server deduces the structure of the configuration (or read it from a schema - but providing a schema may usually be a overkill) you could use its webapp UI to configure how the values would be tweaked. We usually want sliders, so you'll need to provide a range - even if the exact value is hard to determine, it's usually fairly easy to come up with a rough range that the value must be in (how high can a human jump? More than 5cm, less than 5m). You will also decide for each slider if it's linear or logarithmic.

The server, of course, will save all that configuration so that you won't have t reconfigure it the next time you want to tweak values (unless there are new values, in which case you'll only have to configure the sliders for them)

Since this would be a server, the tweaking of the values could be done from another device - preferably something with a touchscreen, like a smartphone or a tablet, because tweaking many sliders is easier with a touchscreen. So you have the game running on your PC/console, gamepad in hand (or keyboard+mouse, if that's your thing), and as you play you tweak the sliders on the touchscreen until you get them just right.

Does anyone know if a similar tool already exists?

 

Narrative scripting languages like Yarn Spinner or Inkle were originally meant for writing dialogue, but I think they can also be used for scripting the world progression even when no dialogue or even narration is involved.

Example for something silent that can be scripted with a narrative scripting language:

  1. When the player pulls a lever...
  2. Move the camera to show a certain gate
  3. Open the gate
  4. Move the camera to show something interesting behind the gate
  5. Return the camera to the player

Even though no text nor voice are involved here, I think a narrative language will still fit better than a traditional scripting language because:

  • Narrative languages describe everything in steps. Scripting languages will need to work a bit harder to generate steps the actual game engine can use.
  • Narrative languages have visual editor that can help showing the flow of the level as nodes.
  • The interface between a narrative language and the game engine tends to be seems to tend to be higher level (and less powerful) than the one with a traditional scripting language.

On the other hand, flow control seems a bit more crude and ugly with narrative scripting languages than with traditional scripting languages. It should probably still be fine for simple things (e.g. - player activates a keyhole. Do they have the key?), but I wonder if a game can reach a point where it becomes too complex for a narrative language (I'm still talking about simple world progression, not full blown modding)

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