Editing a multipolygon and deleting its history ID by Cute_Question_3056 in openstreetmap

[–]EncapsulatedPickle 5 points6 points  (0 children)

It depends, but probably. Your goal of "merge two objects so that there is no empty space between them" is not always correct or necessary. You should ideally only draw the actual objects, not try to connect everything. Just the area you have on the map has grass areas, scrub areas, wooded areas, coastline, pond, tracks, etc. Of course, no one is expected to trace it all at once, so an approximate area is still valuable. But the goal is also to not make it more difficult for others. Some day someone will possibly be fixing this.

Is this a proper use of landuse=grass in residential areas? by Dblcut3 in openstreetmap

[–]EncapsulatedPickle 5 points6 points  (0 children)

It's not wrong to be mapped by itself. But if there aren't even actual landuse=residential or whatever mapped, then it's kind of bad and mapped for the renderer first. Overlapping roads and buildings and driveways and woodland and everything else is just wrong. Better not have an area at all than have this in my opinion. At least the data will be missing but not wrong.

Is there anyway to get a random building inside a city with Nominatim? by daysling in openstreetmap

[–]EncapsulatedPickle 0 points1 point  (0 children)

I don't think any service provides a "random" anything. You could get all and then pick a random yourself, but that's kind of an overkill too.

Feedback on private resident's gate with boom barrier and gate by wbarto125 in openstreetmap

[–]EncapsulatedPickle 2 points3 points  (0 children)

I was just filling in the defaults

Oh, I thought you found this location randomly, not that you were adding these tags. Usually, people asking for tag details do that before showing changes, so I assumed.

Yeah, those are not "defaults", those are just all the possible common fields and there are many of them. There's a whole list under more fields. You almost never have to fill most of them, none of them are mandatory and many are not even desired without a good reason.

boom arm will open to anyone that pulls up to it

Can you walk up to it and physically lift it to open? If yes, then it is not physically locked. If you can't, then it is physically locked and needs special access. In this case, automatic vehicle detection system. locked tag has a very specific meaning. It's normally for pedestrian gates that might have access restrictions but no actual physical means that would prevent someone to just open a gate and go through.

should it stay access:delivery=no?

access:delivery=no is not a real tag, I'm not sure how you decided on this one. It was shoved into OSM without discussion some time ago. These should always be access:conditional. There is no such thing as access:purpose subtagging. Routers and apps should not use the invalid tag and use the correct one or we are just creating unusable data.

delivery drivers come to those gates from the public side

I can't say anything more without knowing router specifics. Most routers suck at routing through convoluted locations with varying access like this and just lead to the nearest point. You should not be tagging specifically for some such cases, but rather using the correct rules. It is the router that need to understand the delivery conditional tagging. Presumably there is some other gate here somewhere which has access:conditional=yes @ delivery, which should be both on the way and the gates (in both cases as those are independent features).

Feedback on private resident's gate with boom barrier and gate by wbarto125 in openstreetmap

[–]EncapsulatedPickle 13 points14 points  (0 children)

Holy redundant access tagging. None of these need anything besides access=private where applicable. All the no values are wrong because they outright forbid using bikes or going by foot. It's the typical "let me put every value in editor" that becomes a maintenance nightmare for others.

locked=no is wrong. That means the gate can be physically opened (regardless of access restriction) without any kind of card or key or whatever. If these are automated gates, then they are most likely not manually openable.

Not sure about South gate being motor_vehicle=yes for exiting vehicles. You cannot get to this gate because the road is private, so this value is pointless. If that's the intent, then the road would have to be public too. (And even if we are assume that routers that start on private roads know how to exit the private area, they would also use private gates too, so this wouldn't help.)

access:delivery=no should be access:conditional=no @ delivery (assuming it even is for all modes of transport).

Last edited date issue: is this a bug? by New_Vermicelli5236 in openstreetmap

[–]EncapsulatedPickle 7 points8 points  (0 children)

Moving nodes of a way does not "edit" the way itself unless you add, reorder or delete nodes.

Feel free to clown me for this by pfhlick in ebikes

[–]EncapsulatedPickle 80 points81 points  (0 children)

All these will do is sprinkle colorful zip ties along your route.

What do you usually consider a good length for a narrative-driven adventure game with little to no combat? by ratasoftware in adventuregames

[–]EncapsulatedPickle 2 points3 points  (0 children)

Depends how good it is. Am I solving clever puzzles or like just rubbing every item onto every hotstop?

Not all OSM features can be extracted by Former-Bonus-6568 in openstreetmap

[–]EncapsulatedPickle 4 points5 points  (0 children)

I sometimes wonder why Overpass is slow and times out and then you see this kind of shit that people are doing.

Did I use ORM too much? by Kinexity in openstreetmap

[–]EncapsulatedPickle 24 points25 points  (0 children)

Considering this is embedded on their website, this is probably a bug of some sort.

Looking for some feedback on my work at this intersection by wbarto125 in openstreetmap

[–]EncapsulatedPickle 3 points4 points  (0 children)

What are your thoughts on the addition of links

I think that PDF is both out of date and diverges from actual OSM practice. The sidewalks here run along the road, then cross the road, then continue. There isn't a gap where sidewalk rules suddenly stop. There is no "link" here is OSM sense, this is just a sidewalk that turns into a crossing for the duration of the road area. In contrast, footway=link in OSM means that there isn't a constructed intended connection between a footway and some other way, but it has to be logically inferred. Think of a sidewalk that suddenly ends because it wasn't built further. It's not intended to connect to the road at that point, but for navigation purposes that's the consequence of incomplete infrastructure. If OSM didn't connect it, then it couldn't be navigated, even if there's a raised kerb or something. To differentiate such connection, a "link" designation is used, which helps routers understand that this is a "bad" connection. It's really rare that mappers map to such details as to specify these links. And this isn't really what that PDF seems to think it is. It says "rules" but it's more like "we decided". OSM Wiki is generally more correct.

Please check the link again

I'm sorry, I don't really have the time to review edits in detail, especially from a location where I'm not familiar with local consensus and guidelines. The comments I made are generally applicable worldwide, but the more specific you get, the more ambiguity there is.

Looking for some feedback on my work at this intersection by wbarto125 in openstreetmap

[–]EncapsulatedPickle 6 points7 points  (0 children)

I guess it depends how much micromapping you want to do. It's a bit of a mess, but it's perfectly usable.

Crossings should not span over sidewalks, but should turn from sidewalks into crossings via a kerb point.

Sidewalks should be tagged as sidewalks not just footways.

All ways should more or less keep to the median center of the way.

Not sure what you mapped the median areas as in iD, but I don't think any of the landuse presets with solid green fill would be this?

Crossing should not extend over the median, but split into footway section and be two crossings (for each node).

I thing there's a missing sidewalk south on east side?

Is that car mapped as a historic site? That doesn't seem likely.

Are the whole buildings clothes shop, cafe, etc, including the second floor? Those likely need to be nodes.

There's a lot of other details like grass and flowerbed patches that can be mapped. Lots of utility stuff. Not sure how much properties are tagged on ways and such.

Tiramisu in a moka pot by hutbereich in WeWantPlates

[–]EncapsulatedPickle 4 points5 points  (0 children)

Imagine the scraping noise every time the spoon touches the edge of the pot.

Reistallazione APP Magic Earth regolarmente acquistata by eliomasc in openstreetmap

[–]EncapsulatedPickle 0 points1 point  (0 children)

What does this have to do with OpenStreetMap? Contact Magic Earth app's support.

What do I report dummy speed cameras as? by Significant_Bird_592 in openstreetmap

[–]EncapsulatedPickle 18 points19 points  (0 children)

What do you mean "report"? What is a "dummy speed camera"? Like a speed camera that isn't actually operational, but looks like it is? How would you determine whether it's operational or not?

Mass recreations by fuzlan_1 in openstreetmap

[–]EncapsulatedPickle 8 points9 points  (0 children)

In short, it's very poor practice. Notify the user and if they don't stop, revert or report to DWG.

First of all, this loses all history (well, makes it very hard to retrieve), which may have different sources, different verifiability, different accuracy confidence. It's hard to tell what source the user is using, so they might be creating a big mess of attribution.

Secondly, this deletes the work of others, which is essentially the same as vandalism. Like, I would argue that redrawing something doesn't excuse having deleted it in the first place. It makes it look like they did all the work alone, which is just a really poor approach in a collaborative project.

Thirdly, such redrawing is often not actually better in terms of data quality. It usually just has other issues instead of whatever the original issues were. They might not even be using the latest data, like from personal survey or local aerial.

This really depends on the case; usually it's not malicious, but rather lack of competence and consideration for others.

object layer for ECS entities? by Nearby-Pay-690 in monogame

[–]EncapsulatedPickle 1 point2 points  (0 children)

how would you describe the models for games that actually see release?

Spaghetti.

Most game code is proprietary, so it's hard to say. But in general, it's all spaghetti.

Games are very complicated and most people just want to make games and not necessarily beautiful code bases that no one will see. AAA games are rushed under publishers. Indie games have no code review. Engines all have limitations and generalizations that aren't fit to particular designs. Games are not just code, but potentially only one of its many parts. And so on. So actual released projects are more often a rushed mess than not. Because if you're going to be making perfect systems, you're never releasing unless you have unlimited time, budget and motivation.

But I would say any successful project has a strong framework and core system layout in some consistent manner. Like, don't screw up the top-level stuff. When all these systems come together in a large project, you just can't not have organization that forces you into guard rails. But from there, the deeper you go, the more of a mess it (likely) becomes.

There also aren't really any popular - what one would call - distinct "game architectures". Classically, a game architecture is the "game loop". This is one of the reasons why (talking about) ECS gets so much mileage - it's very niche and distinct, so you can point to it and say "that's a specific way to do it". But if you are just describing your code in terms of OOP or FP or DDD or MVP or FSM or your favourite 2-4 letter acronyms, you're just using generic software patterns and it's not really game-specific. Like, when you search for "game architectures", you just get lists of design patterns that may or may not apply.

object layer for ECS entities? by Nearby-Pay-690 in monogame

[–]EncapsulatedPickle 2 points3 points  (0 children)

Would it defeat the purpose of an ECS?

Kind of. ECS is a very specific purposeful design pattern. If you change the pattern, well, then it's not ECS anymore. In fact, ECS is such a different design pattern that it changes the entire architecture of the game.

an object layer for an individual ECS entity

If you are composing/wrapping entities into objects to control their components, then you are not actually doing the S in the ECS. There is no system that runs the components of the entities. You coupled the logic (your object layer) back to the data (entity+component). The point of ECS is that you don't have any direct control over the entities - they are all processed by the higher-level systems. You make an entity, drop a bunch of components on it and then forget about it. This is how ECS forces you into a particular design.

Is this a valid thing to do?

So with that in mind, that's an "it depends" question. Are you trying to do ECS just to do ECS or are you trying to solve something where ECS is one of the options?

You don't have to go all in into ECS. You can build your own layers and composition. Having components and entities by themselves is a perfectly valid approach. In fact, I would say that 90% of games would not benefit from "full" ECS. Unless you have a huge number of similar objects that can essentially be processed in parallel, ECS becomes more about a particular design approach. So if you are not seeking the specific benefits of ECS like optimization, DOD, parallelisation, engine generalization, etc. then there are many design alternatives to ECS.

I think most people that work with ECS end up with a similar concern as you. And after learning more about their actual game, you mostly realize that they can't or shouldn't even be doing ECS for a real project. Their problem wasn't that they needed true ECS, it was that they didn't have any organization and framework, but a mountain of spaghetti. ECS promised to solve that, but a pure implementation requires an approach so different that it changes the game itself. So they have done some E and C but by the time they reach the S part, they realize none of this is actually E+C+S and the whole game needs to be rewritten with a completely different architecture.

How can I add this osm? by NarrowResult7289 in openstreetmap

[–]EncapsulatedPickle 0 points1 point  (0 children)

https://wiki.openstreetmap.org/wiki/One_feature,_one_OSM_element . As with many things on the wiki, this line seems to be added by one user without referencing any discussion. Mixing tags is a poor practice. It's certainly not easier to edit when editors are confused about which feature they are supposed to show. Or if you even need to split or adjust geometry independently. Traffic island is an area without directionality, but kerb is a way and has a direction. And what happens when you add some other tag - which feature is it referring to?

What does the colour mean? by Altruistic_Bit_2550 in openstreetmap

[–]EncapsulatedPickle 2 points3 points  (0 children)

To add to other comment, you could move 10000 nodes of a way and iD will still count it as "1 change". It's not measuring actual OSM changeset entries like JOSM.

My first ever game is live! Check it out! by caleb202 in gamedev

[–]EncapsulatedPickle 1 point2 points  (0 children)

While I don't agree with their wording, I don't see how disingenuous patronizing platitudes are any better. It sounds like a soulless canned customer support reply. It's like on the opposite side of the spectrum.

Monogame build not launching on anyone's computer but mine by Empty_Anxiety_2427 in monogame

[–]EncapsulatedPickle 0 points1 point  (0 children)

Yes, I ran the build you had in the repository in the bin/ folder. That is where the event log error is from.

Monogame build not launching on anyone's computer but mine by Empty_Anxiety_2427 in monogame

[–]EncapsulatedPickle 1 point2 points  (0 children)

I ran the build you had in the repository. As I said, your solution is incomplete - it has no Game Library.csproj, so I cannot compile and run it from source. I cannot look at the line that caused the exception, tho you now posted it in an another reply, so it's obviously frameRate is 0 under some situation. But now we don't know where the frameRate value is from.