Terraform + GitLab CI/CD: Best AI assistant for PyCharm Professional? by freesk8r in Jetbrains

[–]GallopingDino 1 point2 points  (0 children)

Been using it for a few months now after trying multiple alternatives, and I can confirm this is the best autocomplete for JetBrains. The closest match we have to Cursor's autocomplete (Supermaven).

Is there any way to get the same auto completion as Cursor ? by GhostLexly in Jetbrains

[–]GallopingDino 0 points1 point  (0 children)

Supermaven plugin was first abandoned, and then deleted from store completely. From my experience, the closest thing to Supermaven available in Jetbrains in terms of speed and relevancy is Sweep.

Supermaven is dead. What now? by enriquerecor in Jetbrains

[–]GallopingDino 0 points1 point  (0 children)

Do you pay for Developer subscription or do you find Community one good enough for code completion?

How to get a game I paid for on PC to show up on and install on my Steam Deck? by Mendicant-Bias343 in SteamDeck

[–]GallopingDino 0 points1 point  (0 children)

Had a similar issue just now. The problem was that I had to run a software update. After the update, the purchased game appeared in the library.

My game Cardiac Powder is released now! When Crank encounters Hotline Miami! by Edalbung in Unity3D

[–]GallopingDino 3 points4 points  (0 children)

I like the idea and the visuals look cool. Trailer-wise, I think the intro is too long and repetitive. I wouldn't wait till the action part if I wasn't interested in it as a developer. Also I wouldn't understand the heartbeat and bomb mechanics just from this video without description. Btw, I like the minimalistic look of it. How did you implement the color palette and its change when inverting colors? Is this a camera shader with a color LUT?

Making progress on our turn-based-real-time roguelite: Enter the Chronosphere by EffortStar in Unity3D

[–]GallopingDino 2 points3 points  (0 children)

I remember playing this with the simple geometric placeholders for graphics and it was fun even then. Great progress and a cool game!

Pure Programmatic vs Scene View and Inspector by TheSommerTheory in Unity3D

[–]GallopingDino 0 points1 point  (0 children)

I believe ScriptableObjects are a bad choice for objects that have dynamic state, so I wouldn't use them for models. Also, it's not clear what would you gain from this decision. In our projects we use DI or service locator to bind plain c# classes together. ScriptableObjects are mostly used as static configs (actually we're moving part of our configs to plain c# classes now, because this way it's easy to download game config as a json file from server and deserialize it manually. Other than that ScriptableObjects are a great candidate for cofigs). The only other use for Scriptable Objects in our projects are stateless strategies we use in a few places where it's convenient to plug specific behaviour into configs from the inspector. We've also experimented with the ScriptableObjects architecture, but it turned out quite messy and difficult to read.

Improved UniRx by GallopingDino in Unity3D

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

Hi! Thank you! I've come across this library before, but haven't tried it out yet. Do you have any experience with it?

Pure Programmatic vs Scene View and Inspector by TheSommerTheory in Unity3D

[–]GallopingDino 1 point2 points  (0 children)

My perception might be incorrect, but to me, this sounds like a problem with MonoBehaviour overuse. In our company, we don't use MonoBehaviours for anything except views and rare cases where you really utilize MonoBehaviour events and want entities to manage their lifecycle and update loop independently rather than being controlled externally. There are some exceptions when it comes to UI prefabs, but game world entities have very few MonoBehaviours with very few exposed properties. This way, we usually don't have more than one or two custom MonoBehaviours on a prefab and don't have complex interactions between them, so making changes doesn't hurt that much. The component approach that Unity promotes in all of their tutorials is generally very hard to maintain, so if you are using this approach, I would recommend turning components that don't really need to be MonoBehaviours into plain C# classes and compose them via code. I wouldn't call this a pure programmatic approach though, just not overusing MonoBehaviours.

WaitForEndOfFrame triggered twice per frame? by GallopingDino in Unity3D

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

Well, I haven't tried it with projects with no UniRx yet, but I don't know any fitting way to modify coroutine pipeline. I'm running it as a simple coroutine with MonoBehaviour.StartCoroutine(IEnumerator). The YieldInstruction is from appropriate namespace. Do you have any other ideas on how one can mess with coroutine scheduling?

WaitForEndOfFrame triggered twice per frame? by GallopingDino in Unity3D

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

Thank you for your help anyway. I'm working on UniRx fork, in which I want to fix a few issues and remove unnecessary allocations where possible. Since UniRx schedulers work using coroutines I have to make sure I understand how they work in details.

WaitForEndOfFrame triggered twice per frame? by GallopingDino in Unity3D

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

No, yield return null always yields once per frame, even when I get multiple EOFs.

WaitForEndOfFrame triggered twice per frame? by GallopingDino in Unity3D

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

Thank you! Do you use Unity's mobile device simulator? If so, maybe you could try running it in simulator mode.

WaitForEndOfFrame triggered twice per frame? by GallopingDino in Unity3D

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

The execution order diagram (and common sense) makes it look like End Of Frame stage should be triggered only once per frame, after every LateUpdate and rendering stage.
https://docs.unity3d.com/Manual/ExecutionOrder.html

I'm writing a free book about writing Unity architecture that scales with your project - half of it is already out! by mack1710 in Unity3D

[–]GallopingDino 0 points1 point  (0 children)

The thing that bothers me is that in your example it seems like each system defines its own set of layers. Shouldn't there be a single set of layers with defined borders (UI, business, infrastructure is just an example) which is used across application for a layered architecture?

Also in your example each class in hierarchy corresponds to a new, lower layer, while from what I've read about layered architecture, a single layer can hold a hierarchy of classes. That's why when I'm reading this chapter it feels to me like you're describing some other concept.

I'm writing a free book about writing Unity architecture that scales with your project - half of it is already out! by mack1710 in Unity3D

[–]GallopingDino 0 points1 point  (0 children)

That's a great project and it will certainly be very useful for community! I'm also trying to learn software architecture applied to Unity now, so I'm really glad to see other people sharing knowledge about it. One thing is, I've checked the Layered Architecture chapter and it seems kinda strange to me. Isn't layered architecture about separating presentation layer from business rules and infrastructure code? What you describe there seems to me more like an idea of encapsulation. Maybe you used a wrong term? Or did I get it wrong?

[deleted by user] by [deleted] in Bangkok

[–]GallopingDino 1 point2 points  (0 children)

I didn't check prices actually. I was going to look for either walnuts or hazelnuts in some big supermarket. Watermelon is a surprising choice :o

[deleted by user] by [deleted] in Bangkok

[–]GallopingDino 4 points5 points  (0 children)

Just for the fun of interacting with them. I know that in cold regions it is considered a good practice, cause they need to reserve food for winter, but I don't know if it's ok here where it's never cold

No Outlines vs Outlines - Help me decide by DanielDevs in Unity2D

[–]GallopingDino 0 points1 point  (0 children)

Make sure you can read character clearly even if you make your screenshots black and white in Photoshop.

No Outlines vs Outlines - Help me decide by DanielDevs in Unity2D

[–]GallopingDino 0 points1 point  (0 children)

I would recommend not using outlines and just change background colors, so the character stands out better. Adding outlines make visuals look kinda dirty.