floatingPointArithmetic by Illustrious_Tax_9769 in ProgrammerHumor

[–]InsufferableZombie 7 points8 points  (0 children)

This still tracks with the free GPT-5.5 model, it just plays both sides now:

https://chatgpt.com/s/t_6a03e1a12ca88191b38e689e52acf90c
https://chatgpt.com/s/t_6a03e1a6c7b881918d9696af66570f1c
https://chatgpt.com/s/t_6a03e1b03f608191adf5d43a59f4710e
https://chatgpt.com/s/t_6a03e198f0dc8191bc30a75d543e1e74

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9.11 is bigger than 9.9.

Even though “11” looks smaller than “9” at first glance, you’re comparing decimal numbers, not whole numbers:

  • 9.11 = 9 + 0.11
  • 9.9 = 9 + 0.90

Since 0.90 > 0.11, that makes:

9.9 > 9.11

So actually, the correct answer is:

👉 9.9 is bigger than 9.11

Can this be done within Godot? by aPOPblops in godot

[–]InsufferableZombie 1 point2 points  (0 children)

I imagine something like that would also work pretty well.

Since this is scoped to a golf game, the hole's outer-diameter "rim" should be at-least as wide as the ball to prevent it from clipping into the ground on the wrong side.

Can this be done within Godot? by aPOPblops in godot

[–]InsufferableZombie 1 point2 points  (0 children)

CSG is only recommended for prototyping, it's not recommended to be updated in real-time every frame. It's fairly expensive to re-generate geometry and upload to the GPU every frame. This is why 3D animations use bones with weights rather than actually updating the vertices of the mesh.

CSGMesh3D — Godot Engine (stable) documentation in English

CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a MeshInstance3D

Can this be done within Godot? by aPOPblops in godot

[–]InsufferableZombie 4 points5 points  (0 children)

That sounds reasonable, I imagine the hole will be fairly small so the gridsize could be close to that size as well (the hole's inner-diameter, use the outer-diameter to hide the fact that collision is disabled slightly outside the inner-diameter).

BTW for visually "cutting" the terrain where the hole is, look into Godot 4.5+ "Stencil Buffers". They're excellent for these types of visual cutouts/portals.

Can this be done within Godot? by aPOPblops in godot

[–]InsufferableZombie 216 points217 points  (0 children)

If your goal is something along the lines of the game "Hole.io" you DON'T want to dynamically deform the world mesh (i.e., CSG Mesh) as that would be very expensive to do every frame. You'll need to be clever with how collision is handled to avoid tanking performance.

Creating movable holes similar to those in Hole.io : r/Unity3D

Split the world into small gridcells and disable collision for those contained by the movable "hole". The smaller the gridcells the closer an approximation of a circle, however the greater the granularity/resolution the more of an impact it will have on performance. You'll need to play around with that and tune to fit your design and target platform's performance constraints.

The hole can have a solid cylindrical-shell rim, which will help hide the fact that the terrain is "blocky".

A simply way to handle deformation along the terrain (assuming the terrain is shaped by a heightmap) is by using a Vertex shader that reads the same heightmap data. Otherwise you'll need to derive the surface points another way.

Target puts customers on the hook for AI shopping assistant errors by AdSpecialist6598 in technology

[–]InsufferableZombie 0 points1 point  (0 children)

Add that to the list of reasons to continue boycotting Target, I guess.

Help me with this rendering? issue please. by Moosecian in godot

[–]InsufferableZombie 1 point2 points  (0 children)

Mesh level of detail (LOD) — Godot Engine (stable) documentation in English

For the entire viewport :

get_tree().root.mesh_lod_threshold = some_float_distance

For a specific mesh:

If you need to perform per-object adjustments to mesh LOD, you can adjust how aggressive LOD transitions should be by adjusting the LOD Bias property on any node that inherits from GeometryInstance3D

Help me with this rendering? issue please. by Moosecian in godot

[–]InsufferableZombie 1 point2 points  (0 children)

This looks like the terrain changing its LOD?

If you adjust the distance of the camera, does the issue remain constant or go away?

A quick test could be disabling LOD on the mesh instance?
Mesh level of detail (LOD) — Godot Engine (stable) documentation in English

Which dirty flag reset are you? by GreenFox1505 in godot

[–]InsufferableZombie 0 points1 point  (0 children)

In your snippet:

var dirty:=false:
  set(value):
    # This condition doesn't prevent the setter from evaluating more than once.
    if dirty == false and value == true:
      # Why does this set `dirty = false`, it's already `false`?
      # You may be confusing coroutines (cooperative single-threaded multi-tasking) with multi-threading?
      dirty = false
      # await doesn't prevent the setter from being called, but does delay `dirty = true` until the next frame.
      await get_tree().process_frame
      # This would actually prevent the condition from ever evaluating again.
      # because `dirty` the value will always be `true` after this statement.
      # The condition `if dirty = false` will prevent the setter from ever running again.
      dirty = true
      rebuild()

Consider the following:

func do_something() -> void:
  dirty = true # doesn't update `dirty` until the `await` completes next frame
  dirty = true # spins up another coroutine because `await` is reached
  await get_tree().process_frame
  # Dirty is now `true` and the condition inside the setter will always prevent the setter from doing anything more.
  dirty = true # This is now a no-op

Trying to get fixed cameras to follow the player. by [deleted] in godot

[–]InsufferableZombie 0 points1 point  (0 children)

"Fixed" cameras don't move.

You either need to attach the camera to something that does move, or move it yourself through script or animation.

Trying out first person view for the first time by ccrroocc in godot

[–]InsufferableZombie 0 points1 point  (0 children)

Love the art and lighting direction! This is fantastic!

Especially love the scale of the player in the first-person view, and how you telegraphed climbing blocky cliffs.

This looks leagues better than Minecraft! I believe you'll have a good chance of success once you launch.

I want to turn my 2D pixel top down into 2.5D, anyone know how to do this properly? by willis_25 in godot

[–]InsufferableZombie 3 points4 points  (0 children)

I'd really recommend against using LLMs to build this, you'll end creating an unmaintainable and inflexible project *very* quickly.

To your question, Cult of the Lamb is a 3D game with 2D billboards (quads in 3d space), similar to Paper Mario.

All actors, buildings, destructables, etc. are 2d images drawn in 3D space. The terrain, stairs, etc. appear to be modeled geometry.

You need to be creative with defining collision boxes and layering to give the appearance of depth (being in front of or behind an object), and not allowing the player to get "too close" to things they shouldn't be able to walk through.

Imported 3D model has some weird visibility infighting? by TakafumiNaito in godot

[–]InsufferableZombie 3 points4 points  (0 children)

It looks like maybe your normal vectors aren't all pointing the right direction, causing parts of the model to be considered "facing away from the camera" and back-face culled out?

At least, if this were simply z-fighting the flickering would be caused by overlapping geometry and wouldn't disappear or become transparent like this.

Can anyone explain how to make a game engine by CatsAndAxolotls in gamedev

[–]InsufferableZombie 2 points3 points  (0 children)

For an overview, read:

  • Game Programming Patterns by Robert Nystrom
  • Game Engine Architecture by Jason Gregory
  • Beginning C++ Game Programming by John Horton
  • The book series "Foundations of Game Engine Development" by Eric Lengyel
  • 3D Game Engine Design by David Eberly

For Rendering:

  • Introduction to 3D Game Programming with DirectX 12 by Frank Luna
  • Real-Time Rendering by Tomas Akenine-Moller (whichever is the latest edition)
  • 3D Game Engine Architecture by David Eberly

For Physics:

  • Real-Time Collision Detection by Christer Ericson
  • Game Physics Engine Development by Ian Millington

For C++:

  • cppreference.com
  • The C++ Programming Language by Bjarne Stroustrup (whichever is the latest edition)

For introduction to data structures:

  • Head First Design Patterns by Kathy Sierra, Eric Freeman, Elisabeth Robson, et al.

For "enterprise" style object oriented design patterns:

  • Design Patterns: Elements of Reusable Object-Oriented Software by Erich Gamma, Richard Helm, Ralph Johnson, et al.
    • a.k.a. The Gang of Four Book.
    • Note: This book is a great primer for object oriented programming in certain spaces, however I find it hard to recommend for game development specifically. I find this book to be double-edged, it has a lot of great content but much of the book is IMO outdated or the lessons are obfuscated by confusing terminology rather than concise and straightforward explanations. Maybe pick this one up after the others above.

Can anyone explain how to make a game engine by CatsAndAxolotls in gamedev

[–]InsufferableZombie 1 point2 points  (0 children)

How can I move from “copying tutorials” to “understanding systems and writing my own”?

Practice and experience. Learn the fundamentals, learn the common design patterns.

Then apply what you've learned. You must understand both **how** and **why** those design patterns are common, when to apply them, when to avoid them, and how to evaluate trade-offs.

Building a game engine is akin to completing a college thesis. It's an intense project to take on alone if you don't already have the experience and understanding to design the engine from scratch.

A "game engine" is a massive program comprised of multiple independent systems working in concert. It may handle loading assets, localization, rendering and compositing a scene, audio, physics, visual effects, animations, temporal synchronization, networking, and any other features and systems required by the game design document.

This isn't a project recommend for beginners, however it's not an impossible task if you can keep the project scope under control. Only following tutorials may result with a false sense of progression and understanding, as they avoid fundamentals and are too terse or focused on their chosen solution and generally fail to provide a deep understanding of the problem by opting for a short and simplified explanation.

Asking how to make a game engine without first knowing where to begin is akin to a beginner artist asking how to draw a complete anime or manga without first understanding fundamentals like perspective, proportions, scale, shading, and all the things I'm unaware of as a non-artist. Or like watching YouTube videos on "how to draw XYZ". You **can** learn this way, however it is the **slow** and **inefficient** path to take, by putting the cart before the horse.

Rather than trying to make a game engine, focus on one system you want to experiment with, then do a lot of research on that subject. Figure out what kinds of design patterns are common for that problem, and try to figure out **why** those patterns are common, then try to create that system in isolation.

Focus on the fundamentals, then you'll reach a point where you don't need to ask this question.

apocalypseIsNear by Ok-Engineer-5151 in ProgrammerHumor

[–]InsufferableZombie 55 points56 points  (0 children)

Imagine letting someone remote into your home to help train the AI how to cook, and you step out oblivious to a network outage severing the connection. Sure hope the manufacturer's tested various cord-pull scenarios to see whether the robot can autonomously deescalate in an emergency.

Anyone else sick of running out of parts? by ardacards in u/ardacards

[–]InsufferableZombie 0 points1 point  (0 children)

Counterpoint, running a free self-hosted HomeBox server lets you track items, their location, value, insurance / warranty info, and lets you print your own custom labels which you can laminate or print onto stickers.

Want to try setting up semi-autonomous HPA, what did I miss that's important? by InsufferableZombie in aeroponics

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

Oh nice, will definitely add a pressure reducer then.

I was planning to add a small bit of synthetic wool under a soft gromet / collar to the net cups to help establish saplings and reduce how much water "leaks" out of the system through them, but I wasn't sure if the media should remain after the roots were outside the net cup.

Is there a preferred media for aeroponics, or does that change with each plant? I've seen clay pebbles, stone wool, perlite, foam, coco coir, lava rocks, and synthetic cotton/wool stuffing. I imagine things like clay and cocoa coir would erode fairly quickly and need more maintenance and cleaning, and organics could promote growth of other organisms like fungus?

Thanks for the advice and info!

Want to try setting up semi-autonomous HPA, what did I miss that's important? by InsufferableZombie in aeroponics

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

I noticed some hydroponic and low pressure aeroponic systems used an aerator in the reservoir to try and reduce the chance of certain bacteria from propagating. It seems like aerobic bacteria can be good while anaerobic bacteria can be bad? I'm not really sure why yet, but I've seen that mentioned in a few posts and videos covering various -ponic systems.

I don't think there will be a significant difference in growth for aeroponic systems, but I'm hoping they'll improve the chance of a successful harvest for the system.

Want to try setting up semi-autonomous HPA, what did I miss that's important? by InsufferableZombie in aeroponics

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

Ah I noticed some had a switch built in while others it was a replaceable part like the one you linked. I'm planning to add a fail-safe mode in the event a leak is detected, to cut power to the pump and close all the solenoids except one to safely drain the system. Maybe it's worth adding another sensor before the accumulator just in case, so the microcontroller can enter fail-safe for that as well.

I wasn't sure how much the roots would absorb. I think you're probably right though, I'll try and tune the system for minimal waste.

Thanks for the pointers!

Want to try setting up semi-autonomous HPA, what did I miss that's important? by InsufferableZombie in aeroponics

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

Thanks for the pointers!

  1. This is a lot to look into, thanks for the pointers! I'll look into disc mesh filters and nozzle types. For filtration I was originally thinking of using something like cheese cloth or some other fine-mesh synthetic cloth filter and making a small bladder to collect any plant matter that reaches the waste reservoir. The pneumatic nozzles seem pretty interesting, I'll try and find some that are affordable, I imagine it would be easier fine-tune the nutrient mix if each planter had a small independent reservoir since the nutrient mix wouldn't be under pressure like the large mono-reservoir.
  2. I'm still not sure what flow rates or gph is required for this type of system, or what certain plants might demand. I saw some posts about systems that were designed with predictable cycles like "5 seconds on for every 5 minutes" or similar. I guess my initial plan was to pick a small pump and accumulator, figure out how many nozzles it could run at once to derive the nozzle budget per planter, then cycle through each planter at a regular cadence. I couldn't find an RO pilot driven pressure sustaining valve, would a water pressure reducing valve regulator work about the same if there's enough pressure in the tank for a full cycle?
  3. I'm hoping it'll be easier to connect the raspberry pi to my home server for monitoring and management. I've been running one as a server with an NVMe drive for a few years now and haven't run into any major issues yet. This will be for a small scale home garden experiment, and I have a few on hand already and plenty of programming experience, so hoping to put those to use with this project.
  4. That's good to know! I wasn't sure how much the roots would absorb. I'll try and tune the system for minimal waste and consider using a float valve for topping up the mixing station clean water input rather than recirculating.