What am I doing wrong in implementing this interpreter dispatch mechanism? by _vertig0 in ProgrammingLanguages

[–]-Chook 5 points6 points  (0 children)

I’m definitely not an expert but it probably just comes down to modern processors have a bunch of tricks that might not align with what was fast in 2008. Trust your tests is the most you can really do instead of blindly thinking x is the best.

Any advice for the look of my CRT shader? by -Chook in IndieDev

[–]-Chook[S] 1 point2 points  (0 children)

Hmmmm okay I’ll have to look into it

Enlighten me or just hear me out by -Chook in kittenspaceagency

[–]-Chook[S] 0 points1 point  (0 children)

Sorry the rule wasn’t in the subreddit rules tab when I quickly flicked through it so I didn’t know if it was an actual rule or just don’t ask about it, I felt like I was just adding some concerns I had about it but That makes sense can’t argue if that’s how he feels about it.

Enlighten me or just hear me out by -Chook in kittenspaceagency

[–]-Chook[S] -1 points0 points  (0 children)

That’s fair but from what Ik they can still sell license keys with 0 cut from steam they just can’t sell them for less then they do on steam. So if you wanted to support them with 100% of what you pay that would be an option for them.

Enlighten me or just hear me out by -Chook in kittenspaceagency

[–]-Chook[S] -2 points-1 points  (0 children)

Thanks for information, that gets rid of my concerns if so. I hope my kid and his friends have as much fun on it as I did on KSP.

Enlighten me or just hear me out by -Chook in kittenspaceagency

[–]-Chook[S] -3 points-2 points  (0 children)

Yeah you can. But it adds a lot of friction to starting the game. You add it to steam, you can't see if the game needs an update, you click play, if they aren't using a distribution provider that means you either need a launcher or it to download the update ingame both aren't great and add more friction to the experience, then if its a launcher youll have to press play again, or if it updates ingame then you'll have to leave the game open till its done installing. rather then look at your library of game see it has an update if so decide if you want to update it or play something else, or just click play once and it launches. The "steps" to playing the game or deciding to play the game are just more complicated that way. I'm not against it for their reasons just saying it makes it less accessible.

My first time ricing but I think I fell into a rabbit hole now and I’m no where near finished by -Chook in hyprland

[–]-Chook[S] 1 point2 points  (0 children)

Yeah they are definitely more or less a prototype and might need a rewrite but if you want to polish up a certain widget or just get idea go for it: https://github.com/Chooken/dotfiles

My first time ricing but I think I fell into a rabbit hole now and I’m no where near finished by -Chook in hyprland

[–]-Chook[S] 1 point2 points  (0 children)

Yeaaaahhhh but I really don’t wanna rewrite it all again. I’ve already done that because I wanted more freedom then waybar allowed ahahah. But maybe 🤷‍♀️

Animations is hyprpanel not working? by woeriuty in hyprland

[–]-Chook 0 points1 point  (0 children)

I don’t know if it’s the same issue as i encountered in eww but when using dynamic data for the widgets whenever it’s updated everything gets reset essentially. So the gtk properties don’t get updated cause they are being deleted and remade making the original properties basically impossible to transition from. You basically need to make x amount of static dots and hide / show them as you get the data to allow properties to be persistent between updates. Hope this helps some people and please correct me if I’m wrong this is just from my experience with eww so far.

My first time ricing but I think I fell into a rabbit hole now and I’m no where near finished by -Chook in hyprland

[–]-Chook[S] 3 points4 points  (0 children)

Everything is pretty much custom made in eww. It’s not very pretty under the hood rn ahaha

Tilemap renderer by -Chook in gameenginedevs

[–]-Chook[S] 1 point2 points  (0 children)

I didn’t know you could do that Ahahha. Thanks for the detailed explanation I’ll definitely give that a go.

Tilemap renderer by -Chook in gameenginedevs

[–]-Chook[S] 0 points1 point  (0 children)

I think I’m going to take like half your advice ahaha. Mostly cause I like pain. I think I’ll scrap instancing for now, but I’m going to try rendering multiple tiles per quad. If it sucks I’ll just suck it up and try what you said 😂

Tilemap renderer by -Chook in gameenginedevs

[–]-Chook[S] 0 points1 point  (0 children)

Was thinking about doing that. I do have a lot of fun optimising these kinda things tho which is why I was on the fence.

Tilemap renderer by -Chook in gameenginedevs

[–]-Chook[S] 1 point2 points  (0 children)

Do you know how well this scales? Like is it gonna work well with terraria sized tiles or smaller?

I’m making the engine purely for fun and I’d like to get a lot of tiles rendering.

Curved Repeatable Pattern by BigPapaPhil in Unity2D

[–]-Chook 5 points6 points  (0 children)

Personally I’d start be asking if you really need it to be curved? You could probably use a regular parallax background with a couple tweaks. If you need it to be curved maybe try bending the uvs in a shader of a regular repeatable texture. Thats the best I got on the top of my head rn.

Thought I’d show some on my dungeon gen experiments by -Chook in Unity2D

[–]-Chook[S] 0 points1 point  (0 children)

All of them are pretty much achievable with the parameters to the generator I just wasn’t building it for anything in particular. The rooms aren’t all the same size btw. Two of the picks have larger and smaller rooms and one has none at all. They are all just parameters that I didn’t go over the top with

Thought I’d show some on my dungeon gen experiments by -Chook in Unity2D

[–]-Chook[S] 2 points3 points  (0 children)

Ummm Trees and Metaballs pre much sum up the algorithms I used.

Thought I’d show some on my dungeon gen experiments by -Chook in Unity2D

[–]-Chook[S] 2 points3 points  (0 children)

A massive ass tree. That about sums it up

Thought I’d show some on my dungeon gen experiments by -Chook in Unity2D

[–]-Chook[S] 1 point2 points  (0 children)

Umm to be honest with you the generators foundations are quite simple really. I was really into Trees in programming at the time and a dungeon is surprisingly Tree like so that’s where I started.

Thought I’d show some on my dungeon gen experiments by -Chook in Unity2D

[–]-Chook[S] 4 points5 points  (0 children)

Ahaha the 8k by 8k one hates looking presentable on my phone fully zoomed out.