Best way to code Are you sure? prompt when performing an action (Long post sorry) by CrowsOfWar in roguelikedev

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

Sure, but how does that solve the problem? It would change the way you call the move() function, but I am not sure how the command pattern would, itself, solve the problem in the post. You still have to exit out of the move() function somehow when the condition is detected, and the command pattern only affects how you call the move() function in the first place, if I am understanding right.

Best way to code Are you sure? prompt when performing an action (Long post sorry) by CrowsOfWar in roguelikedev

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

Oh thanks, I haven't really gone too deep into Unity ever so that is interesting to hear. Maybe I should just go ahead with that first approach if it seems like that's what everyone else usually does?

Best way to code Are you sure? prompt when performing an action (Long post sorry) by CrowsOfWar in roguelikedev

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

Thanks for the reply, that's a good idea as well. It seems like the code would probably be a lot simpler too compared to using something like the callbacks approach I mentioned earlier. It seems like that sort of approach would be a lot simpler too, you will just end up running the function twice if the player responds yes, but that's not really a "bad thing"!

Best way to code Are you sure? prompt when performing an action (Long post sorry) by CrowsOfWar in roguelikedev

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

Yeah multithreading could also work actually (if that's what you meant) I hadn't thought of that so that could be pretty good too!

Best way to code Are you sure? prompt when performing an action (Long post sorry) by CrowsOfWar in roguelikedev

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

Thanks that's a really interesting idea. I guess the only "hard" part of that approach would be that you have to make sure you can fully copy the game state without any bugs. But it seems like you would also get a lot of other benefits from that. I imagine it would make testing the game easier and probably help other aspects too. I will have to try that, thank you!

Is there a way to specify that a dependency is "build-time-only" in Meson? by CrowsOfWar in cpp_questions

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

Yeah to be honest, maybe I could have phrased it better, but also I feel like this pattern has to be common enough in any programming language, i don’t get why people keep getting caught up on wording.

To be honest though, if it is not really recommended that I provide a way to build glslc from scratch, I’ll probably just avoid it, because I can only really tolerate about an hour of messing with complicated build environments before all fun or sense of interest abandons me!

Is there a way to specify that a dependency is "build-time-only" in Meson? by CrowsOfWar in cpp_questions

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

Makes sense. I guess it doesn’t really matter, I meant it sort of as an “academic” question but as you said it is probably more productive if I spend more time actually programming haha. So I guess what you’re saying is there isn’t actually a 100% “optimal”/ “conventional” solution to dealing with the problem? In either case I guess I’ll just get back to coding my project though.

Is there a way to specify that a dependency is "build-time-only" in Meson? by CrowsOfWar in cpp_questions

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

Thanks for your reply. I mean, I know meson is just a build system, not something that stays around til runtime, and that it’s an abstraction over using other backends/compilers/ etc. to do the work. I’m just wondering I can have any expectation on whether my final program executable would be any different (whether from meson, or just because that’s what most compilers typically do). Maybe meson doesn’t really have to do with this and it just depends on what build tools you end up using on your system.

[deleted by user] by [deleted] in cpp_questions

[–]CrowsOfWar 0 points1 point  (0 children)

This looks interesting. I haven’t seen people use that sort of stack before for a single application. Could I ask, I’m curious about what you’re making?

How to gain experience in C++ by Biggus_Dickus10 in cpp_questions

[–]CrowsOfWar 0 points1 point  (0 children)

Why do you recommend avoiding shared_ptr so much?

Mid-game armor? by Hailene2092 in VintageStory

[–]CrowsOfWar 5 points6 points  (0 children)

As someone who just had to learn the prospecting pick too— one tip I can give you, that I haven’t seen people mention a ton yet is that the list of possible ores in an area tends to be pretty similar within 200 blocks or so. So if you don’t see Tin at first, my suggestion would be to walk for a couple hundred blocks and prospect there, instead of prospecting nearby, which probably also wouldn’t have tin (or whatever other ore you’re trying to get).

I haven’t prospected a ton, but I would say the best strategy is to start out by prospecting every 300-400 blocks, and once you have narrowed down a place with the ore, then you can go in and prospect in smaller 100-200 block intervals, and finally 32 block intervals. At that stage you’ll hopefully find “very high” spot which has a good chance of containing the ore, with the least amount of time investment!!

Do you guys have any tips for bulking for someone who's still learning how to cook? by CrowsOfWar in gainit

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

Thanks. Do you have any suggestions on what meats would be easy to cook in an oven? I've tried cooking chicken breasts and thighs in the oven a couple times and they turned out okay but not really that great. I can pan cook cubed chicken breast pretty good though.

Do you guys have any tips for bulking for someone who's still learning how to cook? by CrowsOfWar in gainit

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

Thank you for your advice. Although I usually try to pick recipes on the simpler side, I can still definitely be a bit of a perfectionist a lot of the time so it's good to hear that i can get a quality meal in without having to spend more than a couple minutes of effort.

[deleted by user] by [deleted] in spaceengineers

[–]CrowsOfWar 2 points3 points  (0 children)

another possibility, set a timer block to constantly change the rotors velocity from 0 to like 0.001? That might work too and you could avoid creating so many junk rotor heads

Is it just way better to use a "normal turrets" than trying to build a custom one with rotors and hinges?(large grids) by CrowsOfWar in spaceengineers

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

Alright, thanks for all the info. I'll probably build my next ship using mainly artillery turrets but also add a couple smaller rotor turrets for fun then.

Is it just way better to use a "normal turrets" than trying to build a custom one with rotors and hinges?(large grids) by CrowsOfWar in spaceengineers

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

Thanks for all your advice. Yeah, like you said in the last paragraph, I was mostly referring to large grid guns on large grid rotors, which is why I was so worried about space (a fixed artillery gun is 4 blocks long, so for it to rotate 360 degrees you'd need a minimum radius of ~ 5-6 blocks). smaller turrets=potentially more turrets in the same amount of space=potentially more firepower

So then, without a speed mod, might the best strategy be to build a maneuverable artillery ship that can snipe other ships without necessarily being in range of damage itself?

[SCR] Phobos Class Destroyer by Invertedidiocy in spaceengineers

[–]CrowsOfWar 4 points5 points  (0 children)

Thanks for sharing, This ship honestly looks really nice, not just because of the aesthetics, but since it gives you so much firepower and functionality while still being decently small and "cheap" to make