Zykino

joined 7 months ago
[–] [email protected] 4 points 2 weeks ago (1 children)

Yes. I talked about screenshots because the first message said:

I can't see any screenshots from the article, all require a bluesky account. At least on twitter you could see images without login before the takeover.

For "text source only" I'm with you quotes are enough.

And if images are post anywhere, always provide an alt text, plz everyone !

[–] [email protected] 6 points 2 weeks ago (3 children)

I don't say "remove the source", I say "the source can disappear, the way back machine have already been attacked, just do your own copy of the source and make it available".

I know screenshots can be faked, but if your news source does it it is not reliable. Drop it immediately.

[–] [email protected] 25 points 2 weeks ago (5 children)

Source can be destroyed. An alternative screenshoot backup/proof is good measure. Especially in web its better to not depend on an outside server.

Like if they close (or some billionaire buy them and requires an account for everything), your content becomes worthless.

[–] [email protected] 2 points 4 weeks ago (1 children)
[–] [email protected] 3 points 1 month ago

I'm with the others: fd default syntax is easier to remember.

And for the interactive search I'm using skim. With it I cd to the dir I want and Alt t to trigger fuzzy finding. There are also bindings to search for dir or in the history. The neat part is that results are inserted as is in the command line, no need to xargs or copy them. It also make the history look like I always know where the files I want are when in reality they are just fuzzy-found

[–] [email protected] 2 points 2 months ago (1 children)

First time I hear about checked exceptions. How do you use them ? Are you forced to handle them explicitly ? Is the handling checked at compile time ?

[–] [email protected] 1 points 2 months ago (4 children)
  1. Is a modern language with a good build system (It's like night and day compared to CMake)

Meson exists ... as do others.

But they are not the default option. And your new job may not use them.

  1. And I just like how the language works (errors as values etc.)

Fair enough; though why? What's wrong with exceptions?

Exceptions is a non standard exit point. And by "non standard" I'm not talking about the language but about its surprise appearance not specified in the prototype. Calling double foo(); you don't know if you should try/catch it, against which exceptions, is it an internal function that may throw 10 level deep ?

By contrast fn foo() -> Result<f64, Error> in rRst tell you the function may fail. You can inspect the error type if you want to handle it. But the true power of Result in Rust (and Option) is that you have a lot of ergonomic ways to handle the bad case and you are forced to plan for it so you cannot use a bad value thinking it's good:

  • foo().unwrap() panic in case of error (see also expect)
  • foo().unwrap_or_default() to ignore the error and continue the happy path with 0.0
  • foo().unwrap_or(13.37) to use your default
  • foo()? to return with the error and let the parent handle it, maybe
[–] [email protected] 3 points 2 months ago

I'm using helix with arrows. On a standard layout its not so great, but on my main keyboard I have a layer with arrow keys near hjkl. So I can use that on all software even on my BÉPO (DVORAC like) layout.

[–] [email protected] 5 points 2 months ago

From the article's own summary.

False Load Output Prediction and Speculative Load Address Prediction allow for data leaks without malware infection

But I guess "IA summary" did its best ¯\_(ツ)_/¯

[–] [email protected] 1 points 3 months ago

Thanks to valve/proton, the biggest issue for playing on linux nowadays is the kernel level anti-cheat they force on some competitive games.

Other than that most of the games just work, especially if they were made in a common engine (godot, unity, ue, …)

[–] [email protected] 3 points 3 months ago

The only AAA I play are Nintendo ones (and RTS/MOBA since its a niche genre and you need a community for PvP). Since quite some times already. But I only look out for indies, I love getting new experiences and gameplay.

And even when the gameplay is not new, the attention to details (gameplay wise) is at 1000% only on indies (Celeste, Hollow knight, Factorio, …)

[–] [email protected] 5 points 4 months ago (1 children)

I'm on Linux and a prebuit PC would be a nice change. But at the same price or lower than Windaube, since I don't want a licence for them.

I will prefer to build myself rather than paying an extra k…

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submitted 4 months ago* (last edited 4 months ago) by [email protected] to c/[email protected]
 

I have been looking for a way to move non player entities on the map. For example I want cars to move around road, a parking lot, … I found way too many options without comparaison to see pro/cons. Is there a ressource telling which option is privileged?

I saw (in 2D, but I suspect all/most have their 3D equivalent):

Option My understanding
Path2D Very rigid path to follow (only saw used with tween). Can be nice to follow tracks, insert cubes in slot, … But when trying to have a more natural movement, with a bit of variety thanks to physic I don’t see how to do it.
AStar2D (and the AStar2DGrid variant) Robust algo known everywhere. Can add weight to connections. I suspect to make it work we have to give points to reach so we should "cover" the maps with points and link them together
NavigationServer2D Same as AStar2D but experimental, more automatic. Instead of specifying all the point we specify accessible zones. But adding weight to the connection is less obvious (using NavigationObstacle2D?) may be less customizable also?

Are there more options?
Is my understanding of each correct or completely wrong?
What is "the best" one (in Godot 4.3)? Like is there big performance drawback for some (at 100 entities there are lags or whatever)?

Keep in mind that I want my game as little as I can to understand how Godot/game engines work (I’m a developer so that part is easy, Scenes and Nodes choice less so), I don’t really care if using experimental feature means it disappear at some point or change behavior.

Edit: Just found out the official page explaining the different methodes.
So AStar is for grid/pathing on a set of points while NavigationServer can navigate to any point on the accessible area and uses A* as an implementation detail.

=> I think for my use case A* is better suited since I want to move on roads (that look like a grid with weight being the length).

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