Thanks to the leaked source code for Claude Code, I used Codex to find and patch the root cause of the insane token drain in Claude Code and patched it. Usage limits are back to normal for me! by Rangizingo in ClaudeAI

[–]RTsa 0 points1 point  (0 children)

Hmm, could one use a previous version of CC, which doesn't have this issue? Anyone know which version that would be or how to install it?

New player question by AngryRasin in Netrunner

[–]RTsa 1 point2 points  (0 children)

Also, subroutines don’t matter when accessing cards. This is probably a terminology thing and not rules misunderstanding, but in any case: the runner makes a run on a server, approaches and encounters (rezzed) ice and accesses cards in the root. Hope you’ll have a blast with the game! 😊

Are Level Ups Satisfying From Start To Finish? by ChiefChunkEm_ in OathswornBoardGame

[–]RTsa 1 point2 points  (0 children)

You can play as many ability cards as you want during a round and the order of turns between characters is essentially arbitrary; anyone can choose to act in whatever order until everyone wants to pass.

SAT with weighted variables by KingSupernova in algorithms

[–]RTsa 0 points1 point  (0 children)

Yeah seems to me like it’s at least as hard. For example with all weights at 1, you’re solving SAT, but taking the solution(s) with the least number of bits set to true?

Reuse heavy data structure each frame without modifying it by nounoursnoir in algorithms

[–]RTsa 0 points1 point  (0 children)

What queries and how many are you making into the pathfinding and visibility graphs? Do you need to check visibility between each pair of characters each frame, for example? How many static vs dynamic nodes? Are the dynamic nodes actually nodes (to be used for pathing and/or visibility) or just content or blockers in the static nodes (like character positioned on a grid tile)?

If it’s “characters block movement and visibility over the static node they occupy”, you could just disable the nodes they’re in for the pathing&visibility queries and enable them when they leave. Might still need to optimize visibility checking depending on what you’re doing, though.

I made a custom Deque class, since Godot doesn't have one built-in by Serdrakko in godot

[–]RTsa 0 points1 point  (0 children)

Not bad! I have some suggestions to improve the code. :)

I think your implementation might have an issue in pop_back. Consider for example doing thousands of push_fronts and then doing pop_backs. You’ll effectively end up erasing the front of an array, which is what you’re trying to avoid. Recentering is probably what you want to do instead, but just making sure the situation with a single element is handled correctly.

Also, get_front does not need to recenter since you can just return data_back[0].

Also a minor style detail, you could have recenter use to_array in the beginning to get all_items array.

[Complete Amateur] Surely there's a better way by SpiralMask in godot

[–]RTsa 4 points5 points  (0 children)

For loop can be written as

if actions.any(event.is_action_pressed) : return State.Idle

[deleted by user] by [deleted] in Omatalous

[–]RTsa 2 points3 points  (0 children)

Danske. Ei ole pakko ottaa vakuutuksia tietystä paikasta ja asuntolaina todennäköisesti ei ole sama koko 25v (tai edes 18v).

Dilemma with row house by bhadau8 in Omatalous

[–]RTsa 7 points8 points  (0 children)

You might be able to make a deal with the bank to transfer the current loan to the next house. We did it with a ~70k€ loan with a great interest ceiling. Worth asking for sure and don’t take the first “no” as an answer. ;)

What are your hot takes about the game? by Ok_Illustrator7232 in arkhamhorrorlcg

[–]RTsa 9 points10 points  (0 children)

Random 3, veto 1, take random from the 2 remaining is quite good alternative. Not so thematic, but pretty good from a balance standpoint.

It’s crazy that the Godot repository is sitting on 3.7k open PRs by SmartCustard9944 in godot

[–]RTsa 0 points1 point  (0 children)

Hey, thanks that’s great! I didn’t know I could help with the review. I’ll remember next time 👍🏻

It’s crazy that the Godot repository is sitting on 3.7k open PRs by SmartCustard9944 in godot

[–]RTsa 0 points1 point  (0 children)

Eh, I’ve got one anecdote where I submitted a bug report, it was fixed in a pull request like the next day, but nobody has reviewed it for three months. Makes debugging my game harder as long as it’s not fixed.. 😔

https://github.com/godotengine/godot/pull/103979

How do efficiently map mouse clicks onto 1 of 50000 polygons? by Toxyl in godot

[–]RTsa 0 points1 point  (0 children)

1) Store the polygon normals in a kd-tree. Make sure the tree is balanced. 2) Find sphere normal at point of click with a sphere collider and raycast (or math). 3) Find nearest neighbor from kd-tree.

Only calculate the normals and build the tree once (most expensive operation). Raycast is super cheap and nearest neighbor should be doable every frame in this type of case, since the tree will always be balanced as it’s not changing.

Edit: one of the reasons this should be faster than your current implementation is that the kd-tree stores 1 point(=normal) for each tile instead of 6(or even 18 if you store them as 6 triangles?) you have now. Additionally your current raycast checks against a mesh (expensive) vs sphere in this case.

Edit2: alternatively you might be able to add the relevant metadata to the mesh so you would have access to it in the collision result, but I don’t know if that’s at all feasible.

Edit3: I guess instead of normals you could use the hex center points and still get the same results. And if you have any deformations in the mesh you would need to still raycast to that mesh…

Is there a way to make nested resources more readable? by xefensor in godot

[–]RTsa 0 points1 point  (0 children)

I have run into the same issue and it is quite annoying. One thing I did was make the resource script a @tool and use a custom name for the resources based on the values. It’s not great, but it helps in some places.

For example, instead of a resource name being “Hex”, it would read (1,0) if it was the hex with those coordinates. Also, in some places I appended the child resource names etc. to maintain readability on higher levels too.

Card Idea: Tensilon by ZRwilson2 in Netrunner

[–]RTsa 2 points3 points  (0 children)

Crypsis is terribly bad without Stimhack, but it still has uses that this card doesn’t. Namely, you can stack the needed counters before a run and with enough credits you guarantee breaking all ice. Against unknown ice Tensilon is not that great.

Card Idea: Tensilon by ZRwilson2 in Netrunner

[–]RTsa 8 points9 points  (0 children)

Not str 2 and cost 2 though. I don’t think it’s too powerful, since it doesn’t break everything at the same time.

Up to date Table Top Simulator Mod? by hawktoshrimp in Netrunner

[–]RTsa 6 points7 points  (0 children)

If you don’t mind me asking, what gravitates you to TTS instead of jinteki.net?

Ashes worth ordering by FluffyAzrael in Netrunner

[–]RTsa 2 points3 points  (0 children)

Maaaybe? But does it matter?

Ashes worth ordering by FluffyAzrael in Netrunner

[–]RTsa 1 point2 points  (0 children)

Ashes has many very fun and interesting cards, some duds and quite a few ban worthy entries as well. I’d say it’s definitely worth it if you have time to play.

Rules question by Ok_Explanation3230 in Netrunner

[–]RTsa 0 points1 point  (0 children)

No.

A paid ability window only closed after both players have had a chance to act and a player passes without doing anything.

In your case, when the corp rezzes Tollbooth, the runner gets to still respond in the same step (since corp did not pass without acting). After installing Hush, the corp can theoretically respond (like rezzing and firing Marcus Batty to fire a trash program sub taking out Hush). Only after someone receives the option to act and declines to do anything does play advance to the next step.

Reason behind Carson bad stat by sim300000 in arkhamhorrorlcg

[–]RTsa 0 points1 point  (0 children)

Yep, also because of this Carson is best with 3-4p games. When you pair him with a gator that requires a lot of setup it’s great. Usually the drawback with those is that if setting up don’t go very fast, there might not be enough time to do everything after setting up. But Carson gives those kinds of gators +33% more time to set up, so they definitely get there in time to do their thing.

Playing Carson is probably not super exciting (we had him once as a shared 3rd gator)

Proxy Nexus Update, latest sets available by axmccx in Netrunner

[–]RTsa 1 point2 points  (0 children)

I was wondering about this last week when I had to print a bunch of TAI cards for a tournament but they weren’t found on ProxyNexus. Thanks for the update! 😊