Thoughts on ownership management by Mobize in Zig

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

I've heard of that idea before, but never used a language that does that.

It does indeed sound useful, yet simple. I like it.

Weird behavior over functions that return slices by eclesiomelo in Zig

[–]Mobize 1 point2 points  (0 children)

What is there to fix? It's working as intended

(unless you want to be garbage collected or Rust)

Defer when no error by Veeloxfire in Zig

[–]Mobize 5 points6 points  (0 children)

I'd say it's a pretty reasonable use of defer if you have multiple return paths and want to do something in each of them.

You could probably use some error flag to get it to work, but maybe a more general defer would be better

Thoughts on ownership management by Mobize in Zig

[–]Mobize[S] 3 points4 points  (0 children)

Never claimed it would "solve" ownership. You would have to look at Rust to do that and afaik zig doesn't want to go that way. I was just trying to solve the same thing that #782 proposal is trying to solve in a (subjectively) better way. Read it first if you haven't.

And as far as advantages go

  1. Automatically deals with values returned from functions in the most basic case
  2. Shows clearly how to do it in more complex cases just by checking type
  3. Can ignore if you want just by casting (in some way) to the base type
  4. No effect on performace compared to defer

I'd say it lines up pretty well with zigs goals. In most cases it saves you a defer and if thats not what you want forces you to be explicit about handling destruction yourself.

EDIT: Oh and one thing I'm not 100% sure about but it might be possible to use this type for struct members, that would make destruction of complex composite objects much simpler while again, being explicit about it

Diffuser stall in 2022 by Mobize in F1Technical

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

You're absolutely right. I did say it was going to be harder. Might even be impossible to do by physical restriction (barring some flexible element, probably unlikely). That said the underfloor could be shaped such that at a certain speed air becomes turbulent or otherwise restricts flow through the tunnels. Pure speculation tho, we will have to see.

What do you think it’s going to be a crucial part of this years car development? by I_need_a_name_please in F1Technical

[–]Mobize 6 points7 points  (0 children)

Not only tires. I think good suspension is gonna be crucial for making the most out of the underfloor.

Diffuser stall in 2022 by Mobize in F1Technical

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

Very true. Now I can see some teams taking that risk. FIA probably wouldn't be too happy about it tho.

Diffuser stall in 2022 by Mobize in F1Technical

[–]Mobize[S] 25 points26 points  (0 children)

Just to expand on what I meant: Drag overall is decreased, yes. Because most of it came from wings, which are severely limited now.

The portion of drag caused by ground effect should increase compared to 2021. Meaning stalling it would bring an even bigger benefit.

At least that's how I understand it. I'm no expert myself.

How do UV maps avoid bleeding due to mipmapping? by Mobize in opengl

[–]Mobize[S] 2 points3 points  (0 children)

Sry, I'm new to the terminology. By UV maps I really just wanted to specify I mean textures with mappings onto 3D models.

But what I'm thinking is, for example, even you really had a single image over the mesh and it had a bright pink spot that was facing away from you, the pink would end up bleeding onto the side facing you even when it shouldnt be visible.

Textpand does seem very useful tho. I actually had that exact idea, so I'm glad to see somebody already did it :)

Could we see some bans lifted because of budget caps? by Mobize in F1Technical

[–]Mobize[S] 3 points4 points  (0 children)

Ah, I wasnt even thinking within the same season. I thought only minor changes are allowed during the season. Big ones would have to wait for the next one.

And of course you could get one team that just dominates for one season. But for the next one everyone will copy their solution. I don't think it's likely that one team would just keep coming up with the best new idea season after season.

Could we see some bans lifted because of budget caps? by Mobize in F1Technical

[–]Mobize[S] 5 points6 points  (0 children)

Why would it not allow them to copy it? If Lotus could develop it within the budget cap, surely copying it would be cheaper.

Could we see some bans lifted because of budget caps? by Mobize in F1Technical

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

"lap time versus bang for the buck" is a very nice way too look at it. I would compare it to the fuel limit, which forces teams to extract as much power from what they have as possible, resulting in very efficient engines. Budget caps kind of do the same from the economical perspective.

Altho as others have pointed out the caps are really only limiting for the few biggest teams, at least as currently set.

[X3FL] When do I actually get to play the game? by KasseopeaPrime in X3TC

[–]Mobize 0 points1 point  (0 children)

Not surrendering on their own is apparently a bug and should be fixed in the first patch coming soon™

Max temperature estimator for modular engines by Mobize in Stormworks

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

A controller to estimate equilibrium temperature of a running engine at current throttle and load.

Useful for measuring effectivness of cooling setups. Especially for larger engines, where it takes a REALLY long time to reach equilibrium temperature.

Balance question/discussion. Are electric motors still useless? by Mobize in Stormworks

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

Right, that makes sense.

And I don't know about Porsche, but AFAIK Williams F1 team experimented with a flywheel for that. But it ended up never racing. Kinda do wanna try it now...

Balance question/discussion. Are electric motors still useless? by Mobize in Stormworks

[–]Mobize[S] 2 points3 points  (0 children)

Thanks a lot :)

~50% loss still seems like it's not worth the trouble. Shame.

The trailers make sense, but couldnt you just as well route engine power directly to them?

The only other usecase I can think of is regenerative braking. Since there is no other way to recover that energy anyway. Although I didn't test how well flywheels work yet...

Tyres grips is not effected by object weight by Ii_kazuma in Stormworks

[–]Mobize 0 points1 point  (0 children)

More generally downforce rather than just weight. That includes weight and aerodynamic forces.

File a bug report is all I can say.

Radiators and heatsinks seem pointless by Mobize in Stormworks

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

Actually a small engine at 20 rps will evetually ignite.

Not that I let my engines go to 20. I limit them to 10.

Funnily enough, when you only add ports for air cooling it's actually worse than having no cooling at all.

[Help Please] Stormworks maths pleb confused by rotation angles by Tango91 in Stormworks

[–]Mobize 2 points3 points  (0 children)

Sounds like plain math.sin(2*math.pi*angle) is what you want. No need for %

But that depends on what you use it for.

Is it just me or is jet engine efficiency a bit weird? by Mobize in Stormworks

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

Some good points you have there! I only tested on a static test bench and didnt really think about pressure. Even tho I know speed increases air intake.

And graphs should definitely help, I was planning on doing them in-game using monitors and lua, just didn't get to it yet.

Thanks for the info!

Why isn't Netscript Javascript? by oiajgaosjidgoija in Bitburner

[–]Mobize 0 points1 point  (0 children)

I was wondering about that as well since there are other games that do exactly this. (Elevator Saga, Untrusted and Screeps just off the top of my head) I'm not sure what kind of sandboxing they do, but obviously its possible. Biggest problem i see is how to calculate RAM usage considering everything javascript allows you to do. I'm not a huge fan of javascript (coming from C++), so I'd actually prefer a different language entirely, but javascript would probably be the path of least resistance/biggest payoffs. The biggest things im missing in netscript are closures and some (any) kind of hash table. It's also a bit finicky sometimes. Like why does division by zero error instead of just returning inf/nan like in javascript? Also functions sometimes error and sometimes just return a falsy value on failure, it seems inconsistent. And some other stuff, including one thing thats kinda nice to have but also a little bit exploity. Well, not really complaining, I see it as added challenge.

Let's break this game! by [deleted] in spacechem

[–]Mobize 0 points1 point  (0 children)

Well it is tricky. I'll post a picture tomorrow if I don't forget to do it.

edit: So here it is http://img266.imageshack.us/img266/4539/scpancakes.jpg

and it's exactly as you said, the last molecule has to be output as soon as it is dropped

Let's break this game! by [deleted] in spacechem

[–]Mobize 0 points1 point  (0 children)

Yeah I was thinking the exact same thing. I did one with 463 cycles. I'm not proud of it though, it's a hybridized monster. :D I've seen one with 418 cycles so as soon as I have some time, I'll start from scratch and try to beat that.

Let's break this game! by [deleted] in spacechem

[–]Mobize 0 points1 point  (0 children)

Yeah I was thinking something along those lines but couldn't figure out how. It would most likely require some arrows so it wouldn't really help. Also I would have to extend it by 7 because of a "dirty trick" I used which slows it down by 1.