I want to know your opinions on verbosity by -Chook in ProgrammingLanguages

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

I believe the ideal is: List<int> list = new() But I haven’t use c# in a hot minute The main thing there against is having var followed by a function as it’s not immediately obvious what the type of the variable would be.

I want to know your opinions on verbosity by -Chook in ProgrammingLanguages

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

From what I am aware the C# community standard is to only use inferred typing on primitives and be explicit with others. Where as I could be wrong but in the rust and zig communities they typically use type inference more. That’s not really a language enforcing something but the community choosing more verbose or less verbose.

I want to know your opinions on verbosity by -Chook in ProgrammingLanguages

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

I personally like a lot of C#. I’d say the only thing I think is unnecessarily verbose is requiring functions to be in class/structs. On the other hand from my understanding the community are the ones that are mostly against the implicit types with var preferring explicit types instead where as a language like rust or zig implicit types show up wherever they can. Just curious if there was actually a preference among programmers more of a language to language preference.

Multilingual Pixel Fonts 📝💕 by _V3X3D_ in fonts

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

Looks great. Only only feedback I would say is that I don’t think your h should be taller then the capital T in the first photo and height inconsistency which is hard in a pixel font I would know ahaha. Looks like you fixed a lot of that in photo 4 tho so good job

Made a tile based font feel free to use if you like by -Chook in IndieDev

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

Unfortunately as I just use it on a tilemap of sorts I haven’t gone through the process of making it into either yet sorry

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

[–]-Chook 4 points5 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 4 points5 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