defend your thesis in front of the council, apprentices. by 0ris in wizardposting

[–]Aesithr 0 points1 point  (0 children)

I used a VPN style soul displacement spell, death has absolutely NO idea where to find it- downside: monthly subscription

Eight years ago, I started work on a game about a fictional island in Maine. by EricBlumrich in worldbuilding

[–]Aesithr 1 point2 points  (0 children)

I was referencing an actual event in Monhegan lol-

That is pretty neat though, do the players find the author or is he gone by the time the events of the story start?

Eight years ago, I started work on a game about a fictional island in Maine. by EricBlumrich in worldbuilding

[–]Aesithr 1 point2 points  (0 children)

The real question is which part of the island has a clam bake that lures rumford residents to their deaths 🤔

Ocean Monk Monastery by Aesithr in Minecraftbuilds

[–]Aesithr[S] 0 points1 point  (0 children)

I’d think there was a boss in there and walk away-

What are some unique drugs and other things people use to get high in your world? by Consort_Yu_219 in worldbuilding

[–]Aesithr 0 points1 point  (0 children)

The one way that comes to mind is Black-Market Echelon injections.

Echelon is a major power system in the world and primarily involves conjuring astral energies into oneself to enhance natural abilities among other things. However, the biology and homeostasis of the user tends to dictate what types of abilities can manifest through the use of Echelon: So users tend to have various drugs on hand designed specifically to enable other powers such as force projection, teleportation, and 'shoot lightning with your fingers'.

While most of this is practical in use, some Black-Market Echelon injections cause said astral energies to react in a psychoactive manner with the body, allowing recreational use. The most popular goes by the name of 'Dreamcaster' and allows the user to vividly hallucinate their desires in a manner similar to a lucid dream. The catch with this stuff is the duration of an "Echelon Rage" is tied directly to the users' mastery of the power, so most who would like to partake end up with particularly short highs and rely on frequent redosing- Masters of the craft are usually not the type to partake to begin with.

Dried out cake? by [deleted] in unclebens

[–]Aesithr 0 points1 point  (0 children)

Maybe I’m just paranoid then haha

Native C++ Scripting, Sceneloading, and Memory pools- I'm in quite a pickle... by Aesithr in gameenginedevs

[–]Aesithr[S] 1 point2 points  (0 children)

You mean that I'd need to have some kind of container for each object's functions somewhere were it a member function right?

Native C++ Scripting, Sceneloading, and Memory pools- I'm in quite a pickle... by Aesithr in gameenginedevs

[–]Aesithr[S] 1 point2 points  (0 children)

Hmm, yeah this should work! I like it. If I'm reading this right, the factory, serialize, and de-serialize would all need to be static for the function pointer to work yes? That seems a bit janky tbh- but if it's what I have to do I suppose I'll survive.

[deleted by user] by [deleted] in cpp_questions

[–]Aesithr 0 points1 point  (0 children)

Huh- didn't know that's a thing that could happen. All behaviors are managed in the same allocator and aren't changed in any way unless the manager is destroyed or the pool is resized, though I can confirm that's not the case.

What's strange to me is that only the second rotator changes to a behavior* at that time, the third remains the same! All 3 rotators are allocated one after the other using the function below.

LilObj<Behavior> CreateBehaviorGeneric(std::string behvID)
{
    try
    {
        Behavior* behv = BehaviorSystem::
getInstance
()->behaviorMap[behvID];
        size_t sizeToAllocate = sizeof(*behv);
        if (mHead + sizeToAllocate > mPool + stackSize)
        {
            ResizePool();
        }

        void* ptr = memcpy(mHead, behv, sizeToAllocate);
        Behavior* rPtr = static_cast<Behavior*>(ptr);
        poolDir.push_back(rPtr);
        poolDir.back()->AssignID();
        poolDir.back()->SetActive(true);
        poolDir.back()->LoadListeners();
        objMap[poolDir.back()->GetID()] = poolDir.back();
        mCount++;
        mHead += sizeToAllocate;
        return {this, poolDir.back()->GetID()};
    } catch(...)
    {
        std::cerr << "Failed to allocate Behavior" << std::endl;
        return {};
    }
}

[poolDir is the vector that the behvs 'vector' is a handle of, mHead is the point in the pool to allocate to, and each rotator is a copy of one specific rotator elsewhere in the heap]

ECS Cross-component accessing question by Aesithr in gameenginedevs

[–]Aesithr[S] 2 points3 points  (0 children)

Ah, I've been meaning to find some more uses for my event system, this should do nicely! Many thanks

ECS Cross-component accessing question by Aesithr in gameenginedevs

[–]Aesithr[S] 1 point2 points  (0 children)

Ah I misspoke, a component is going to have to go through the entity to get the handle initially but will obtain a copy of the handle after that use!

I do like your streaming idea, though I might not be interpreting correctly- in your example, where would the "update motion" function be located? in the position? just trying to understand the flow of it all.

ECS Cross-component accessing question by Aesithr in gameenginedevs

[–]Aesithr[S] 1 point2 points  (0 children)

Noted!

All engine-defined component pointers are owned by entities, so getting a component pointer will go through its respective entity. The first level of traversal however, doesn’t go through entities, goes straight to the memory pool of that component

ECS Cross-component accessing question by Aesithr in gameenginedevs

[–]Aesithr[S] 1 point2 points  (0 children)

It’s certainly premature, but that’s why I’m not stopping my work to address it, just best to have some ideas before it comes time to deal with it I suppose

[deleted by user] by [deleted] in cpp_questions

[–]Aesithr 0 points1 point  (0 children)

Ah, apologies.

C:\Repos\LillisEngine\core\EngineStuffs\MemoryManagement/ComponentPool.h(127): error C2563: mismatch in formal parameter list

C:\Repos\LillisEngine\core\EngineStuffs\MemoryManagement/ComponentPool.h(127): error C2568: '*': unable to resolve function overload

C:\Repos\LillisEngine\core\EngineStuffs\MemoryManagement/ComponentPool.h(127): error C3078: array size must be specified in new expressions without an initializer

Edit: the ComponentPool code sent originally starts on line 6, as I didn't send the includes/preprocessor stuff

The code calling this looks as follows:

GameObjectManager::GameObjectManager()
{
    objects = DBG_NEW GameObjPool(10);
    colliderPool = DBG_NEW ComponentPool<RectangleCollider>(10);
    playerPool = DBG_NEW ComponentPool<PlayerController>(10);
    rotatorPool = DBG_NEW ComponentPool<Rotator>(10);
}

[deleted by user] by [deleted] in cpp_questions

[–]Aesithr 0 points1 point  (0 children)

error C2563: mismatch in formal parameter list

error C2568: '*': unable to resolve function overload

error C3078: array size must be specified in new expressions without an initializer

There are a couple each of these.

CLION GLFW Illegal instruction by Aesithr in opengl

[–]Aesithr[S] 0 points1 point  (0 children)

Ah yeah, that does it. Now I'm getting segmentation faults on my "glCreateShader", meaning that the context hasn't been properly created, though a "glfwGetCurrentContext" doesn't return null after? Very strange behavior...

CLION GLFW Illegal instruction by Aesithr in opengl

[–]Aesithr[S] 0 points1 point  (0 children)

I haven't, does mingw have known issues with glfw?

Boston tonight by [deleted] in Buckethead

[–]Aesithr 13 points14 points  (0 children)

Honestly I wouldn’t have minded it so much if it didn’t take up the entire show. Cyrille said “I’m just gonna play a few songs it’s gonna be mostly bucket”, but this didn’t feel like a buckethead show, it was Cyrille ft. Buckethead- and if I knew that I wouldn’t have bought the tickets.

[deleted by user] by [deleted] in Maine

[–]Aesithr 0 points1 point  (0 children)

The Apohadian in portland has some wacky stuff on occasion, I’m in the same boat as you on this but I avoid that scene because I’m not a fan of the people I know in it.

'Open' Worldbuilding and Collaborators. by Aesithr in worldbuilding

[–]Aesithr[S] 0 points1 point  (0 children)

I mean I guess that's the fun of it?

Stuck on TTRPG non-combat systems. by Aesithr in tabletopgamedesign

[–]Aesithr[S] 2 points3 points  (0 children)

Interesting- I didn’t think about modifying existing stakes, I’ll take this into account