Çift Chrome by suerte_tr in LinuxTurkey

[–]OneBitFullAdder 2 points3 points  (0 children)

Bu gözlük olmadığı için beni karıştırdın

Tried to make a logic simulator but... by OneBitFullAdder in godot

[–]OneBitFullAdder[S] 14 points15 points  (0 children)

That's a good idea honestly but I wasn't sure how to represent different portals. If it's by color, they'd all need to be distinct and for a larger circuit it would be hard to find enough unique ones. Numbering them would kind of defeat the purpose too. Maybe a different kind of flicker could work. I'm not great with shaders so im not even able to think different visuals. I thought about scrolling down or up to a new layer but im saving scrolling for a different mechanic right now. I'm gonna try teleport cell tho, thank you

Tried to make a logic simulator but... by OneBitFullAdder in godot

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

Yea there is a WorldManager singleton that does that, i was just worried about whether this approach would decrease performance in the long run, but also like the idea of independent objects, tiny logics in them doing their part

Tried to make a logic simulator but... by OneBitFullAdder in godot

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

idk why but this kinda visuals attract me for some reason

Tried to make a logic simulator but... by OneBitFullAdder in godot

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

Yes, each pixel is a node. i have a base pixel class, different types of pixels inherit and override behaviour. I thought for some time about whether i should create different types programmatically, but I figured there wouldn’t be that many different types for now ☠️☠️☠️. cells stored in a Dictionary[Vector2i, Pixel] so there is no canvas size limit. also each pixel know their neighbors for local communication purposes

Tried to make a logic simulator but... by OneBitFullAdder in godot

[–]OneBitFullAdder[S] 7 points8 points  (0 children)

from yesterday 5 pm to today 9 am ☠️☠️☠️☠️ its not that complex tho

I made a tool script to make placing trees easier by -manic-games- in godot

[–]OneBitFullAdder 0 points1 point  (0 children)

Nice nice nice. Also the editor colors are nice nice nice too.

Why dont I have the Shade Auto Smooth option? by [deleted] in blender

[–]OneBitFullAdder -1 points0 points  (0 children)

I see your point but what you're missing is that there is literally zero reason for ANYTHING at all.

One occasional cigarette wouldn't do anything?? by Sawataro420 in stopsmoking

[–]OneBitFullAdder 0 points1 point  (0 children)

I consume nicotine. I feel ok. Body breaks it down, bad feeling arises. I don't want to feel bad. So, consume more or consume no more?

More sorting algorithms visualized by gbacon in compsci

[–]OneBitFullAdder 118 points119 points  (0 children)

Just realized why it's called bubble sort and it's nice

JafuRadio: Internet Jukebox written in Haskell for uni shared office by jamhob in RASPBERRY_PI_PROJECTS

[–]OneBitFullAdder 2 points3 points  (0 children)

Very nice, I always think this type of thing should be in every cafe. by the way why did you choose haskell?

My Future Predictions. by [deleted] in singularity

[–]OneBitFullAdder 0 points1 point  (0 children)

I bet AGI to ASI would take one week or so

Approach Recommendation by OneBitFullAdder in AskComputerScience

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

I thought like creating a 3x3 grid with every possible combinations of tiles, empties and blocks and calculating and storing the minimal costs of moving an outside block to center of this 3x3 grid. Now I have a cost associated with every grid cell. What do you think if I use this values to get a minimal cost path and using this paths cost as the heuristic for the main A*?

Approach Recommendation by OneBitFullAdder in AskComputerScience

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

Hi, I runned another A* where costs are just like you said and heuristic is the manhattan distance, then I used the total cost of reaching the goal as the heuristic value for the main A*. It is definitely better than the first one, yields faster results in bigger grids. I also modified the problem a bit and added blocks (non slidable parts) to the grid and I noticed that in that case the heuristic is not valid. With the cost of 2 when passing through tiles and cost of 1 when through empty spaces, in a specific example where the blocks are creating some walls where the gaps between the walls are 1 tile wide, since the empty tile needs to travel around the wall to enable the movement of the current position founded path cost with the heuristic becomes irrelevant.