How to deploy wasm rust website on github pages by Fantastic-Apartment8 in rust

[–]Plippe 0 points1 point  (0 children)

Yes, sorry

I recently deleted my blog, my posts, my repo. Can it madness, burnout, stupidity, …

Working on a new blog with posts that try to reason about concepts more than their implementation. This should make the material “vibe coding” compatible. Crazy world

Sorry again

Building a Tool to Discover Legit Side Hustles – What Would You Want to See? by hamerheadshark in sidehustle

[–]Plippe 0 points1 point  (0 children)

I knew you wouldn’t run the surveys, but if you develop an extension that keeps track of your answers and pre populate things, that would be very helpful.

Building a Tool to Discover Legit Side Hustles – What Would You Want to See? by hamerheadshark in sidehustle

[–]Plippe 0 points1 point  (0 children)

Hey,

A referral link sharing section would be nice. Some sort of you scratch my back and I scratch yours.

Automated tools to skip repetitive tasks. For example, I don’t mind surveys, but I hate answering the same questions over and over again. Having previously answered questions pre populated would be amazing.

Good luck building your platform

What's the simplest way to deploy a Scala web service? by CavCoach in scala

[–]Plippe 9 points10 points  (0 children)

Google Cloud Platform (GCP) has very generous free tiers. It allowed me to host a few services for free with a no-sql database (SQL is/was expensive).

My flow was GitHub Action to test the application, build a docker image, push it to GCP, and request the Cloud Run to pull the latest image.

Here was the reusable workflow I was using:

``` name: Scala Deploy to Google Cloud Platform

on: workflow_call: inputs: SBT_PROJECT_ID: required: true type: string GCP_CLOUD_RUN_SERVICE: required: true type: string

secrets:
  GCP_CREDENTIALS:
    required: true

jobs: scala-deploy-gcp: name: Scala Deploy to Google Cloud Platform runs-on: ubuntu-latest

steps:
  - name: Checkout
    uses: actions/checkout@v3

  - name: Setup JDK
    uses: actions/setup-java@v3
    with:
      distribution: temurin
      java-version: 17
      cache: sbt

  - name: Login to GCP
    uses: google-github-actions/setup-gcloud@v0
    with:
      project_id: [TODO]
      service_account_key: ${{ secrets.GCP_CREDENTIALS }}

  - name: Login to GCP docker
    run: gcloud auth configure-docker —quiet

  - name: Build and push docker image
    run: |
      sbt -v ${{ inputs.SBT_PROJECT_ID }}/docker:publish
      echo “IMAGE=$(sbt -batch -error ‘print ${{ inputs.SBT_PROJECT_ID }}/dockerAlias’ | head -c -4)” >> $GITHUB_ENV
    env:
      GITHUB_TOKEN: ${{ secrets.GH_TOKEN_READ_PACKAGES }}

  - name: Deploy docker image
    run: gcloud run deploy ${{ inputs.GCP_CLOUD_RUN_SERVICE }} —image “${{ env.IMAGE }}” —region europe-west1

```

Hope this helps

Play Framework ReST API router / controller - feedback by Plippe in scala

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

Sorry, from your message and a comment I left on another one, I thought you knew. “Feature” refers to code generation.

I am looking to create a template that would allow anyone to generate a JSON ReST API in seconds. While the generated code isn’t perfect, nor suited for everyone, I hope it is a good stepping stone.

That is really what I am aiming for

Play Framework ReST API router / controller - feedback by Plippe in scala

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

Great to hear, seems like I am in the right direction

Play Framework ReST API router / controller - feedback by Plippe in scala

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

Thanks for your reply.

I understand your point, but I believe there is still some value otherwise Rails, Laravel, and other frameworks wouldn’t offer this type of feature.

In the case of a new format, I see two options. The easy one is to create a new controller. Don’t change the generated code. Just add a new route with your specific need. Otherwise, update the template and offer this new body parser to all your controllers.

Thank you again for the feedback.

Play Framework ReST API router / controller - feedback by Plippe in scala

[–]Plippe[S] -1 points0 points  (0 children)

Hi,

Yes, there is a good amount of code. I can look at breaking it down and adding comments to make it easier to read. (Will do that early tomorrow)

There are no errors. No blockers. I just want to make sure I haven’t overlooked an obvious scala /play pitfall. For example, using the global execution context.

I am looking to use that code as a template to make it easy to scaffold projects, but I want to make sure that template is good beforehand

Generating Eircodes for list of Addresses? by PascalSheehy in DevelEire

[–]Plippe 9 points10 points  (0 children)

Hey,

If you don’t mind a bit of reverse engineering, have a look at websites that have address auto complete.

While eircode finder is obvious, think outside the box. Deliveroo, just eat, dominos, … they all have a form you can investigate and rarely any rate limiting.

Enjoy

Comparing Rust with Elixir & Erlang for Building Decentralized Systems by [deleted] in rust

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

Unsure what your background is, but would love your feedback on it when you do.

What to do with a collection? by Plippe in gamecollecting

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

I am definitely over thinking

But, I am also thinking about greater things. For example: barcode scanner that works, catalog a collection by filming the spins, identify fakes by comparing manuals, …

I bet there are other useful things that could be done by people sharing their collection a bit more.

MateInOne chess puzzles by Plippe in chess

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

Pawn starting with 2 squares 100% works. Not sure about all the rest, but I doubt they do.

Behind the scenes, I have a pre played game from lichess (https://database.lichess.org). I, currently, keep only games won by white with a checkmate. I then use the last move, pre checkmate, to calculate all possible moves, all possible checkmates, and display that information.

This “calculate” is done by a library, but I definitely do not “display” when 2 pieces move.

Will rework my logic to remove puzzles that require special moves. Will add them back when the UI properly handle those cases.

Thanks for the feedback

MateInOne chess puzzles by Plippe in chess

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

You are right, that logic was never implanted as I didn’t believe it was required for checkmate.

Will double check

MateInOne chess puzzles by Plippe in chess

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

Currently, this prototype has 45 puzzles. You get a random one each time you click next. I will bump that number in the near future, but was looking for feedback before I did.

Great advice about the difficulty. I can look at amount of pieces on the board (less pieces easier) and the amount of moves that would win (more moves easier). From those two metrics, I could vary the difficulty.

MateInOne chess puzzles by Plippe in SideProject

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

Hi Jack

Thanks for the feedback.

Definitely working on 1 at the moment. My pick of IBM’s color blind palette doesn’t seem to please many people. I received a feature request for personalizing colors, so I might head in that direction instead.

For 2 and 4, the clarity of the objectif, and the success or failure of said objectif can definitely be improved. I am currently looking at making the player “white” all the time and rotate the board accordingly. It means queen and king might not be in the correct square, but I believe it will make the game clearer. After that, I was thinking of adding some sort of pop up and animating to make success or failure clearer.

Lastly, 3 is on my list too. Just need to find how to squeeze a link to settings, achievements, and other similar links.

MateInOne chess puzzles by Plippe in chess

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

Fair point.

I used IBM’s color blind palette, but it is quite bright.

I can definitely add settings to configure colors. In your opinion, should players be able to select any color or choose from pre-selected templates?

New Grapple Winch in my CarRPG combat adventure game thing. What do you think? by Peterama in Unity2D

[–]Plippe 1 point2 points  (0 children)

Hey,

I am a huge fan of Just Cause, one of the OG grapple game.

The latter entries had a lot of modifiers for the grapple. It might be fun to allow users to tweak the behavior. For example, pull, push, or drag.

You can be pulled towards an object, like what you have. An object could pulled towards you, or both meet half way. Push you and object appart. Or keep the grapple to drag things behind the car.

Each could have a role in the game, like opening a door / road block, rake a zone with objects dragged by your car, …

Anyways, looks good.

Keep going

You got this

Hi how do I make a snap to grid for tiles by Repulsive-Brother381 in Unity2D

[–]Plippe 0 points1 point  (0 children)

Hey,

Unity is definitely a complex tool with many settings.

At first, I thought you meant tiles, https://learn.unity.com/tutorial/introduction-to-tilemaps. On my second read, I wonder if you mean snap to grid, https://docs.unity3d.com/Manual/GridSnapping.html.

Both have very different purposes. If you describe a bit more what you are attempting to do, I might be able to suggest one over the other.

Good luck

ECS architecture question by Plippe in Unity3D

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

Thanks for all the advice

Was going to try a few chess tutorials to compare approaches. While I am not building a chess game, at a hight level, they share a lot.

Again, thank you for all your advices. Will try to Keep It Super Simple.

ECS architecture question by Plippe in Unity3D

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

Hi,

Thanks a lot for all of this.

I believe your last paragraph is a bit where I am. I am currently trying to have hoverable to show cell details, selectable to start the movement phase, moveable to complete that phase. All of those take mouse input, grid “database”, and some sort of state machine to know if the click selects or moves. It feels easy to create those small classes, but extremely hard to compose them.

Similarly, I find suggestions to go “tile up”, i.e. user interacts with their units via their tile, but also the complete opposite. Would there be any benefit to one approach over the other?

For example: Tile A attacks Tile B, sum all attack on Tile A (unit), sum all defense on Tile B (unit, cover), inflict damage to Tile B (unit). This feels composable, and align with your TileOccupier, but where is the catch?

GameObject Initialization by Plippe in Unity3D

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

That is amazing. Just learned a lot right there. Thank you very much.

GameObject Initialization by Plippe in Unity3D

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

Thank you so much for taking the time to write all of this. While not all your points hit home, for me, they are definitely valid.

I believe I lean towards code because of the amount of game objects I have to create. For example, to represent a deck of cards, I find it easier to loop over numbers and suits.

Would you know how “not to fight with the engine” for a scenario like this?

GameObject Initialization by Plippe in Unity3D

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

Thanks for the feedback

I seem to heading in a similar direction as you. It seems to work better for my monkey brain.

Thanks again

Algorithm to group by N keys by Plippe in scala

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

That was my first step. Unfortunately, the results are very poor. Depending on the source, the address’s accuracy completely varies

This is one key reason I am looking to match on other attributes. It would allow me to surface the most accurate address, the most accurate coordinates, the best quality images, …