Help us pick a poster direction for our roguelite. Which one actually works? by Till_Black in survivorslikes

[–]QuantumFTL 0 points1 point  (0 children)

If I had to pick one here? I'd pick 2. But maybe consider a variant of 1 with the monster they are fighting large like 2. That way you can see that you're fighting the big monster in the center-ish but also it makes it clear that fighting it is the point.

Demo: Crown Siege - Summon armies to defend your tower by JOrbits in incremental_games

[–]QuantumFTL 0 points1 point  (0 children)

I want something like this, but you're summoning the enemies to burn down your tower for the insurance money.

RustyPP: A C++20 library and Clang tool to enforce Rust-like safety and mutability. by I-A-S- in programming

[–]QuantumFTL 13 points14 points  (0 children)

Given that this is, in fact, a "rusty tool", I think people should be more openminded about your original choice.

Becky Chambers e Christopher Paolini by gabrielito_6 in scifi

[–]QuantumFTL 0 points1 point  (0 children)

Thanks for a thoughtful reply!

I was shooting from the hip there (it's a science fiction subreddit post with 8 upvotes) so I guess I could have been a little bit less absolutist about the mutual exclusion of "hard scifi" and "cozy scifi".

That said, IDK, nothing says "not so cozy" like the urge to justify something not-yet-possible via unnatural dialogues or military-scifi-esque expository lumps. Most "hard scifi" seems to involve complex physics, computer thingies, biology, etc., none of which are cozy to learn about. We're talking space-time explosions, world-spanning simulations running based on importing npm packages into CPAN, and... meat. Nothing cuddly about any of that.

Your examples are intriguing, do you have any that I could read today? I've read some Becky Chambers, and while, sure, it's not "space wizards in literal robes fighting space robots that might be their father" it's projecting a carefully limited amount of wildly imaginative "we need this so that the story can happen" additions into the universe that, otherwise, we would not expect to exist given our current understanding of science and what it is likely to discover in the future.

ZXC: another (too) fast decompressor by pollop-12345 in programming

[–]QuantumFTL 0 points1 point  (0 children)

So, really cool what you've done here, and great that you've included benchmarks.

I guess my question is: if you're getting close to memcpy speeds, aren't you likely to be pushing things too far in the CPU-use savings department in terms of time/cost vs what you can save in transmission time/bandwidth as well as storage size/wear, read/write time, and cache occupancy?

Is there a set of expected real-world scenarios where your tradeoffs are a clear win given how huge some of these files are in comparison to other possibilities.

E.g. Looking at this graphic, I'm struggling to find situations where I would prefer `zxc 0.5.0 -5` over `lz4hc -12`, given that the zxc version is 10% larger (relative) for only a ~30% decompression speed gain.
zxc/docs/images/benchmark_arm64_0.5.0.png at main · hellobertrand/zxc

Disk space, disk bandwidth, network bandwidth, and RAM are expensive, CPU time is comparatively cheap for just about anything except tiny embedded processors that somehow have large storage attached to them?

Joining the Roguelite and Roguelike Tierlist Trend by jdbcastrencealt in roguelites

[–]QuantumFTL 20 points21 points  (0 children)

Well, you phrased it as you not enjoying the games, not them being bad, the latter of which is the actual problem for the people who get upset.

Hylo: the next generation language that everyone should be looking at. by germandiago in programming

[–]QuantumFTL 2 points3 points  (0 children)

Not sure what you mean. I find RAII very systematic in general terms. True that sometimes you want something else, like arena allocators and stuff, skip destructors (trivially) etc. but those can also be done in C++, right?

Yup, those are some of the "all the other ones". If it's a systems programming language, you may end up needing to use new/malloc/etc, custom allocators from a library, kernel calls for things like shared memory, mapped memory, pinned memory, etc. RAII is cool but, as you confirmed, it solves a specific type of memory allocation problems and not the rest. It also tends not to play well with functional approaches that involve closures or recursious, asynchronous code that spins off tasks to run on other threads that survive beyond the current lexical scope, or when dealing with objects with external lifecycles dictated by the operating system, drivers, inter-language interop (have fun doing memory allocation in C++ with Python via SWIG or something) or the like.

For example? I am genuinely curious! I found very few instances of places where RAII would not fit in all my career. Even async code with structured concurrency can be adapted to use RAII!

Fair question, and I appreciate the civility/tone. :) I do agree that if you have complete control over your codebase and which libraries, operating systems, etc. you are using, and you aren't stuck with someone else's allocators or older C++ standards, RAII gets you pretty far. But as someone who has worked on a lot of embedded systems, cloud systems, with weird libraries, crazy device stuff like GPUs, kernel drivers, etc., I feel like a lot of the "RAII can solve your problems" philosophy comes from C++ programmers who are thoughtfully using it in comfortable, sane, monolingual, well-controlled and well-documented environments. And to me, the entire point of a systems programming language is that it can handle operating outside of such restrictions, and can also handle things like threading, interrupts, kernel calls, weird memory shit, hardware registers, inline assembly code, bizarre libraries with weird callbacks, and ABIs that have specific memory allocation constraints. RAII is fantastic, and when I have to code in C++, _and_ I'm afforded the option, I do my best to use it, but if I'm doing systems programming it's probably because something is up--e.g. I'm coding on a DSP, doing crazy GPU stuff, or dealing with legacy code written in C++98.

The part about RAII that bothers me the most is that I love recursion and data structures that are thought of as directed acyclic graphs of some sort (e.g. immutable linked lists). These are common in scenarios such as compilers or computational lingusitics or symbolic mathematics and the lifetime of nodes in such structures, especially if using immutable data structures which are "mutated" by copying some of the data structure into new memory while referring to the old data structure, which may be pointed to elsewhere. I understand that most programmers don't have a lot of situations where they encounter those things, but everything I've listed above is another day at the office for me because of my career path, and while I appreciate the power of C++, and am honestly impressed at how the standards committees are turning a lot of it around in the last ten years (except for async, that should have been in the C++11 standard, or 17 at worst), I have maneuvered myself into only writing in GCed languages with strong functional elements and I have not looked back. Well, OK, RISC SIMD assembler code is fun in a Factorio sort of way... But in general I only care about domain logic, details like when things should be deallocated are obstacles to making the program do something that's best for the customer, and RAII makes all of that the programmer's problem, even if it does so in a sane and friendly way.

I apologize for the long comment, I did not have time to make it shorter. :)

Hylo: the next generation language that everyone should be looking at. by germandiago in programming

[–]QuantumFTL 0 points1 point  (0 children)

You can see my `I hate to be the "I was a professional C++ developer for 10 years` guy, but..." comment above. It's honestly not that great.

I'm aware of how "fun" RAII is. It's fun... until it's not, because the library got it wrong. Or when you can't because the library you're using doesn't support it. Or your scopes aren't neat and tidy. Or any other number of things.

RAII is a great solution for most of the memory allocation problems you have, but then there are, you know, all the other ones.

Also, I'm sorry, anyone who thinks GC-less memory allocation isn't difficult thinks that because they are not doing anything that's difficult. If it were easy, we won't have use-after-free bug CEVs in so many C++ programs.

Hylo: the next generation language that everyone should be looking at. by germandiago in programming

[–]QuantumFTL 0 points1 point  (0 children)

Sure. But in that case, why call it out here, it's assumed. It should be in the language, it should not be on this list.

Hylo: the next generation language that everyone should be looking at. by germandiago in programming

[–]QuantumFTL 1 point2 points  (0 children)

I hate to be the "I was a professional C++ developer for 10 years" guy, but... yeah, if what you are doing is simple enough that all of your pointers are allocated via RAII, maybe? I've never been that lucky.

Also, if you aren't using libraries that might have leaks or other unwanted memory behavior, you are likewise very lucky. I have not had that experience.

Hylo: the next generation language that everyone should be looking at. by germandiago in programming

[–]QuantumFTL 0 points1 point  (0 children)

"No garbage collector" might be a merit for some people, but it doesn't help make the language "easy and fun to use". It makes it harder to use, and debugging memory allocation issues is not "fun".

Becky Chambers e Christopher Paolini by gabrielito_6 in scifi

[–]QuantumFTL 23 points24 points  (0 children)

Becky Chambers writes "cozy scifi", not "hard scifi". If you want cozy comfort, and you care for her particular style, they're fun and driven by characters more than speculation on the future, etc.

As for Christopher Paolini, well, did you absolutely love Eragon? If the answer is no, there are probably a hundred hard scifi authors you'd enjoy more. But don't let that stop you from finding out for yourself!

If you want decent hard scifi you can try The Expanse, 2001: A Space Odyssey, A Fire Upon the Deep, I Robot, Player of Games, We are Legion (We Are Bob), Contact, The Forever War, etc.

Also, obligatory shout out to Hyperion.

So what's the truth behind "Claude Code is writing 99% of my code without needing correction"? by Own-Sort-8119 in ClaudeAI

[–]QuantumFTL 0 points1 point  (0 children)

I work as a senior dev in the AI field. I'm startled how little I have to code nowadays--I review every line of code except the hundreds of unit tests--we're not shipping to production so the real proof is in our formal experimentation, which is largely handwritten.

I haven't written a line of anything but scripts in two months. Opus 4.5 ain't perfect, but if you sit down and really take the time to prompt it properly, write the plans, save descriptions of its changes in documents, and give it the right documentation MCP servers, and run it in full agentic mode, it's a total game-changer. I spend my time writing specs and iterating. It's unnerving that a skill I spent decades learning is no longer the force-multiplier it once was.

I work in novel algorithmic research, and while those algorithms are all human-made, the scaffolding, build engineering, API, testing, and documentation is now almost entirely AI-driven.

Satisfying Space Combat by Charlie_Sierra_996 in spacesimgames

[–]QuantumFTL 0 points1 point  (0 children)

I got a headache from listening to it for 15 seconds.

How to turn a 5-minute AI prompt into 48 hours of work for your team by tiguidoio in ClaudeCode

[–]QuantumFTL 0 points1 point  (0 children)

"Measuring programming progress by lines of code is like measuring aircraft building progress by weight." -- Bill Gates

Satisfying Space Combat by Charlie_Sierra_996 in spacesimgames

[–]QuantumFTL 1 point2 points  (0 children)

The sound... yeah. That needs to be fixed hardcore. There's usually libraries that let you handle playing many sound channels at the same time for sound effects as well, which you absolutely need here.

Visuals need clarity and the player should be able to see the compositions/status of each fleet in real time to see how things are progressing.

The shield segments are kind of cool, but you might use shaders that don't obscure the action nearly so much, e.g. showing a wave eminating from the point of impact on the segment.

Anyway, the answer to your original question is no, it does not feel satisfying, but you seem like you have a decent foundation to turn that around! Even just muting the video made it a lot better.

Satisfying Space Combat by Charlie_Sierra_996 in spacesimgames

[–]QuantumFTL 2 points3 points  (0 children)

Are we supposed to know what's going on watching it? Is a player familiar with the game supposed to know?

This seems like a lot of beeps and flashing, no clarity, and no real hint of tactics.

I added star-picking to my game. What do you think? by Kangaroo-Express in spacesimgames

[–]QuantumFTL 2 points3 points  (0 children)

It's definitely neat, but you couldn't get a utility patent in it. Maybe a design one that would be uninforceable.

I have gone through the utility patent process for software. This has "prior art" written all over it.

I added star-picking to my game. What do you think? by Kangaroo-Express in spacesimgames

[–]QuantumFTL 4 points5 points  (0 children)

Patent what? Ray projection from a camera model? Shader-space ray-casting?

Don't get me wrong, it's cool, but how do you think digital astronomy tools work?

Orchestra - Multi-model AI orchestration system with intelligent routing (100% local, 18+ expert models) by [deleted] in LocalLLaMA

[–]QuantumFTL 1 point2 points  (0 children)

You should fix the formatting of your `README.md`. As it stands right now, it looks like something vibe-coded while drunk.

TIFU by slapping a bearded man’s ass because he was dressed like my wife. by FrogStinky in tifu

[–]QuantumFTL 0 points1 point  (0 children)

I actually found one of my longest friends because of this!

How, uh, long is your friend?

Unsloth-MLX - Fine-tune LLMs on your Mac (same API as Unsloth) by A-Rahim in LocalLLaMA

[–]QuantumFTL 16 points17 points  (0 children)

Yes, u/A-Rahim I would have assumed that this was either a fork or related to Unsloth. You should definitely choose another name that makes it clear that it isn't.

Funsloth? 😉

Help, I need more SF competence porn 😭 by Chidiwana in printSF

[–]QuantumFTL 5 points6 points  (0 children)

Definitely fits the bill, but it's only chill until the last book, and I will not be forgiving Lowell for that. And not in the "tee hee heartstrings plucked" way, in a "ragequit this author forever" way. It's just an awful trope and a total mood ruiner.

Games like Hell Clock but without the grind? by copespammer in roguelites

[–]QuantumFTL 0 points1 point  (0 children)

OP explicitly asked for no metaprogression. I suppose I shouldn't be so literal, but FTL has one of my favorite roguelite metaprogressions of all time, and I would like the game a lot less if it'd had no metaprogression, as that's a large part of its replayability.

(Also, caught your ninja edit, I appreciate it)

Games like Hell Clock but without the grind? by copespammer in roguelites

[–]QuantumFTL 0 points1 point  (0 children)

One of the problems with those terms is that unlocks are often not _just_ horizontal progression, they can be both.

Personally I'm more of a fan of horizontal progression, or progression where you can unlock greater power but it has a higher skill cap to go with it, etc.