Zykino

joined 7 months ago
[–] Zykino@programming.dev 3 points 3 days ago

What really? First time I'm seeing this.

[–] Zykino@programming.dev 2 points 4 days ago (2 children)

I mean Ukraine 2022, just after the war began. 439 points from the public, 192 jury, 631 in total. By comparison Israel this year got "only" 297 points from the public, 60 jury, 357 in total. Last 2 years Israel was also 2nd and 5ft on the public votes. Last year it even had more public points than this year with 323.

This show can be very political on contemporary events.

Note: country residents cannot vote for their own country. I think this is to prevent more populated countries from winning each time. Maybe Israel have some advantage in this system since we cannot vote against. If Palestine had a candidate, the Ukraine scenario was possible. But since it has no representation, vote "against" Israel are just dilutes all over.

[–] Zykino@programming.dev 1 points 1 week ago

Au secours c'est trop bizarre à lire "moimoi".

[–] Zykino@programming.dev 1 points 1 week ago (2 children)

Me, my memes and I

[–] Zykino@programming.dev 25 points 1 month ago

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.

[–] Zykino@programming.dev 2 points 1 month ago (1 children)
[–] Zykino@programming.dev 1 points 2 months ago

Collecting the traces can cost some performance, but that is a small price to pay for the advantages and could even be turned off in production builds.

They clearly intend this post for developers.

But yeah I want my stacktraces… in my IDE/debugger where I can see them and jump the stack. Most of the time I just need the head, where the breakpoint (or crash) is.

They also complain about rust where you can RUST_BACKTRACE=1 <program>. The default error tells you so !

[–] Zykino@programming.dev 2 points 2 months 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

[–] Zykino@programming.dev 2 points 3 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 ?

[–] Zykino@programming.dev 1 points 3 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
[–] Zykino@programming.dev 5 points 3 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)_/¯

[–] Zykino@programming.dev 3 points 5 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…

19
submitted 5 months ago* (last edited 5 months ago) by Zykino@programming.dev to c/godot@programming.dev
 

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).

view more: next ›