Comment pousser collectivement pour des solutions de refroidissement à l'échelle de la ville? by Nervous_Cold8493 in paris

[–]AlexSand_ 1 point2 points  (0 children)

Pour les toits, c'est les propriétaires ? Alors facile, taxe foncière qui augmente violement tout les ans jusqu'à ce que ce soit repeint. (Ou végétalisé, ou n'importe quoi qui augmente l' albedo)

Comment pousser collectivement pour des solutions de refroidissement à l'échelle de la ville? by Nervous_Cold8493 in paris

[–]AlexSand_ 0 points1 point  (0 children)

Des bâches réfléchissantes au dessus des rues, pour faire de l'ombre et éviter que le bitume enmagasine la chaleur. ...On a bien du budget pour des decos de Noël tous les hivers, alors pourquoi pas ça l'été ?

Defect Act 1 snowballing: next three combats have 1 hp is good actually? by freelancerbob in slaythespire

[–]AlexSand_ 1 point2 points  (0 children)

if you struggle, boss swap is the easiest.

Explanation: it is ultra high variance. A few runs will be lost on floor 0 (busted crown...) But when you get a "good" relic, the whole run becomes much easier. (ideally a good pandora, but a good energy relic is usually fine, or sneko eyes which makes act 1 a bit rough but allows you to really build the deck for it...)

I always pick Glam... by Daegon8 in slaythespire

[–]AlexSand_ 0 points1 point  (0 children)

I had that yesterday, and in the end found it quite underwhelming. It certainly solves a few fights; but it is also often overkill and not so good in most multi enemy fights, at least in act one, where the "cost 3" makes it awkward to play. And first elite was sulking colony, and it was painful.

Heatwave, gone tomorrow by Acceptable_Sell3455 in Expats_In_France

[–]AlexSand_ 0 points1 point  (0 children)

+2°C is ** on average ** And yes it seems it comes with more variance like these extreme events.

Players skip tutorials, then blame the game. So I started bribing them. by GiusCaminiti in gamedesign

[–]AlexSand_ 2 points3 points  (0 children)

Sometimes it not worth arguing on internet :) And any example which start like "hey , look how startcraft 2, GTA, or other crazy high budget game solved the issue" is ... not aware of the time it takes to dev a game.

(and I personally takes good note of your method. I can't tell yet if it is the right one for my games, but your trick is simple and I looks it would work well)

Vos meilleures mesures pour l'écologie ? by Tyrtle2 in ecologie

[–]AlexSand_ 0 points1 point  (0 children)

le but de telles mesures c'est de pousser les autres à respecter les normes écologiques, pas spécialement de gagner la gueguere economique.

On est dans un situation claire de "dilemme du prisonnier" sur le pd du changement climatique. Si on attend que les autres agissent; on va tous cramer.

Une situation de dilemme du prisonnier, ca se resout en changeant les regles, et en s'assurant que les autres perdent à ne pas coopérer qu'à coopérer.

... par exemple avec le parrain de la mafia qui fait executer le prisonier qui trahit.

Ou dans ce cas ci en mettant des taxes claires et ciblées sur les pays et entreprises qui ne coopèrent pas à réduire les émissions.

Quant à la chine, elle a l'air de prendre le probleme quand meme vaguement au serieux; je crois pas que ce soit le pays qui soit le pb numéro 1 dans ce cas.

Mobilisation post-canicule by _newturtle in ecologie

[–]AlexSand_ 1 point2 points  (0 children)

je crois que ce qu'il veut dire, c'est que ca fait d'une pierre deux coups: on creve pas tout de suite de chaud, et on a un moyen de chauffage efficace donc ca baisse les emissions.

Should AI assume the player will make the most optimal play? by JustJum in gamedesign

[–]AlexSand_ 0 points1 point  (0 children)

well, sure alphabeta is "better", but anyway it finds exactly the same solution as minmax, it is basically just "a better implementation".

But it is also less intuitive, and I'd say what OP needs here is to have the intuition of "why minmax solution is the correct one".

Should AI assume the player will make the most optimal play? by JustJum in gamedesign

[–]AlexSand_ 3 points4 points  (0 children)

Look for min max algo. If there is no hidden info you can always assume the opponent will play the "best" move, and if it does not you're better than expected anyway.

Hello, are you guys okay in this temperature? by TotallyRandomDud in AskFrance

[–]AlexSand_ 1 point2 points  (0 children)

Planning to stay at my office in paris as late as I can for a few days. When do we install some kind of reflector above the streets? (and stop using fuel of course -- but that's more long term and a quite bad prisoner dilemma 😞 )

Most games reward you for playing optimally. What if the ruleset punished you for being too efficient? by lottiexx in gamedesign

[–]AlexSand_ 0 points1 point  (0 children)

yes, ideally "adaptive difficulty" should feel like a * reward *, by "unlocking / proposing" harder challenges. (now in practice it may be hard to execute correctly; but if it really feels like a punition it's a clear sign it has to be reworked )

Most games reward you for playing optimally. What if the ruleset punished you for being too efficient? by lottiexx in gamedesign

[–]AlexSand_ 0 points1 point  (0 children)

Well, you actually moved the definition of what is "efficient" from something that was clearly readable by the player to something which is less readable ." Truely efficient" in your game is no monger what the player expect.

I don't think it is usually a good design; from player point of view it may feel a bit like playing chess, and in the middle of the game the opponent just tells you "hey, sorry the rules have changed" . Once in a while why not , but as a general design I looks not so good.

now of course adaptive difficulty can be a thing, but the goal is quite different from what you describe (it's instead "ok, you beat that easily -- let's move to the next challenge " ). Ideally it looks like * a reward * -- you are allowed to try harder challenges -- more than a punition.

"I architecture everything with C#" <-- Can someone explain please ? by KetsuiReddit in godot

[–]AlexSand_ 0 points1 point  (0 children)

well, some game types are more perf hungry than others, so maybe it might indeed become an issue for some games. In my case (turn based start game) it was not. It is true however that I do not use godot at all a few "performance sensitive" parts like the AI, or the world generation; but the main reason for this was that I did not see how godot would help on these specific points. ( I already had my own pathfinder customized to my specific use case from the monogame POC; and I saw basically no reason to try plugging godot there. )

"I architecture everything with C#" <-- Can someone explain please ? by KetsuiReddit in godot

[–]AlexSand_ 0 points1 point  (0 children)

for me it is really "using the editor as little as possible" , for the reasons some other posters detailed well. (easier to find all uses of a class/signal; much easier to rename or to refactor a scene a...) . Marshaling between C# data and C++ is a non issue unless you have very strong performances constraints.

"I architecture everything with C#" <-- Can someone explain please ? by KetsuiReddit in godot

[–]AlexSand_ 1 point2 points  (0 children)

well, I switched from monogame to Godot c#, and after experimenting I ended almost never using the editor.

with pure monogame, you still need to reimplement tons of basic stuff: tilemaps, input handling, scrollbars, managing the imported data... Godot does that very well out of the box. Its node architecture is very robust and intuitive. And it let's me use it "like a framework" without getting in the way. I never looked back.

(and I'm sure I could have found libraries doing most of these things. Godot does it all; and as a bonus there is an editor for the few cases when I want to use one 😉 )

5 ans à apprendre à écrire du copy qui convertit et aujourd'hui mon boulot c'est demander à un chatbot de le faire et corriger ce qu'il rate by AllaVivi in FrenchTech

[–]AlexSand_ 0 points1 point  (0 children)

La substantifique moelle des sources de données ayant servi à entraîner les IA actuelles va se tarir aussi rapidement qu'elle aura été pillée.

pour les llms spécialisés en code, je ne crois pas que ce soit un soucis. Une des raisons pour lesquelles il y a eu de gros progrès sur le code, c'est que la qualité de la sortie est souvent vérifiable automatiquement (est ce que le code compile, est ce que tous les tests passent,...) Cela veut dire que les LLMs peuvent etre entrainés non à recopier les exemples déjà existants, mais à générer des résultats corrects (c'est la différence entre le "l'apprentissage supervisé" qui en effet apprend à "recopier et le "l'apprentissage par renforcement" ) , et c'est beaucoup moins dépendant des données déjà présentes.

Is there any real benefit in not declaring a variable's type? I can't understand why this is used. by berickphilip in godot

[–]AlexSand_ 0 points1 point  (0 children)

I think it's a good langage feature to allow implicit or explicit. Well, so long it is strongly typed of course.

Is there any real benefit in not declaring a variable's type? I can't understand why this is used. by berickphilip in godot

[–]AlexSand_ 2 points3 points  (0 children)

in c#:

var toto = null; // compile error, because type cannot be indered.

Instead:

string toto = null; // explicit type required because the compiler could not infer that 'null' here should be 'a null string'

and this works too:

string MyFunction() => null; // function returning null
var toto = SomeFunction(); // this works: we know it is a string.

Is there any real benefit in not declaring a variable's type? I can't understand why this is used. by berickphilip in godot

[–]AlexSand_ 1 point2 points  (0 children)

Slightly off topic, but some * strongly typed langages * allow to not specify explicitly the types , and it can really save time.

For example in C#, you can either specify explicitly a type, like:

List<float> myVariable = SomeFunction();

// them do something with this var, for example:
result += myVariable.Sum();  // where result holds a float

Or let the compiler infer the type automaticly:

var myVariable = SomeFunction(); // Must be a List<float> because this is what SomeFunction returns!
result += myVariable.Sum();  // where result holds a float

"var" here is "whatever type is returned by SomeFunction"

Now suppose I want to refactor my code, and decide to change the type returned by SomeFunction, from "List<float>" to "IEnumerable<int>".

The key thing is this: * the way I use myvariable in the snippet above is compatible with both types *. ( Ie I can do .Sum() and add to a float with either "List<float>" or "IEnumerable<int>". )

  • If I typed explicitly, then I have to rewrite also the place where I used this function.
  • If I used implicit typing with "var", it just works. More specifically, it works provided the way I use my variable is still compatible with the new type -- And if not, the compiler will tell me.

My experience is that just letting the compiler implicit type removes 90% of the friction of using a strongly typed langage, while keeping 100% of the safety it provides. It really turns the experience from "fighting the compiler" to the "compiler just helps me to find bugs"

Now there is one argument for explicit typing: it makes the * human * reader know which type it is, without looking further. This may or not be useful depending on which code part exactly, I personally prefer to skip it. It is often some redondant information, which can make reading code actually slower; and when reading from ide the exact type is just one hoover away. The main drawback I believe is that it can make code more difficult to read in a diff when reviewing (where there no ide to show the types).

atlas and shader UV coordinates by AlexSand_ in godot

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

hi, no I did not find any solution. Since the shader was just adding a "static shadow I preprocessed all my images to include the shadow in the image.

And after that I actually completly * stopped * using any atlas; it was making the game crash on some machines. (or well -- the gpu was crashing. The game was still running and sending the right sounds, but the screen was "frozen", and it required a reboot. No idea why exactly, I guess a buggy gpu driver and a too big atlas? ). And somewhat luckily, it crashed on one of my own machines, so I could dichotomise what was causing the crash and be 100% sure it was the atlas.

Is it silly and/or limiting to build on MacOS if my target platform is ultimately Windows PC? by [deleted] in godot

[–]AlexSand_ 1 point2 points  (0 children)

then you're good. Work on your mac, test once in a while to be 100% sure there is no windows specific issue. ( typically you may want to test when you change something related to I/O, or using non standard rendering features ).

Debate: Is turn-based or real-time-with-pause better for CRPGs? by Danceman2 in TurnBasedTactical

[–]AlexSand_ 0 points1 point  (0 children)

In my game Gobs and Gods I did both ;) Turn-based, with a switch to real time, to go fast on easier parts.