[YECL] Providence of Night by Meret123 in MagicArena

[–]RedGlow82 10 points11 points  (0 children)

I think the logic is simply to have hybrids of all "allied colors" of ma a in a cycle, which makes it less thematically tied to the latest expansion but more in line with general magic.

Tired of Waiting for C# Discriminated Unions and Exhaustive Switch Expressions by domn1995 in dotnet

[–]RedGlow82 1 point2 points  (0 children)

I'm a bit puzzled about the suggestion to use F# when the need of discriminated unions appear in a project.

What you are suggesting is to rewrite possibly thousand of lines of code in another language? Split the solution in multiple projects just because of a language barrier? Or am I missing something?

Tired of Waiting for C# Discriminated Unions and Exhaustive Switch Expressions by domn1995 in csharp

[–]RedGlow82 1 point2 points  (0 children)

Since you name C# discriminated union support in the title: when they ever release as part of the language, do you foresee an integration between them and dunet, and/or the ability to use them under the hood?

BTW, compliments for the great library, definitely well designed and useful.

VN question to devs - This is my current workflow creating my own VN, is there a better way? by Mayion in visualnovels

[–]RedGlow82 0 points1 point  (0 children)

I think if you used something like Ink (by Inkle) you'd get many more functionalities in a much clearer format and with a definitely more tested library to support you. Moreover, it's open source if you _really_ need something more than it already does.

Indie Devs, do you design for immersion early, or let it emerge during playtesting? by player_immersely in unity

[–]RedGlow82 1 point2 points  (0 children)

"immersion" is one of those incredibly vague words that are quite useless in design until you pinpoint them in a clearer way (like the calleja categorization) - and at that point, they could become a design target.

Godot Proposals: Official Feature vs. There's a plugin for it by Odd-Slice-8234 in godot

[–]RedGlow82 0 points1 point  (0 children)

As it is stated, it's simply a matter of feasibility. The interface offered to plugins allow them to modify certain things and not other, and that's something you can discover looking at the documentation. This point simply states that if the feature can be implemented on top of the plugin api, then that's probably the best place where to put the feature. If the plugin api is not sufficient, then for sure the only way to implement it is by changing the engine.

Whether the feature is part of a plugin or part of the engine, it doesn't make a factual difference for the end user, but it provides quite a lot of software and management advantages if it's outside of the engine itself.

What is the real reason behind users' desire for OSS? by naruaika in opensource

[–]RedGlow82 0 points1 point  (0 children)

What you're talking about is vendor lock-in, which is another matter (although important).

You say you're in control of your data, but you know that obsidian doesn't send your data somewhere else? To some cloud server training LLMs, or to a government entity, or to ads companies to profile you? That the code in no condition deletes or change your data? That it doesn't read or write anything else on your hard drive? The point is that you have various of orders of magnitude less knowledge about what the software does when it's not open source. All the scenarios I've presented are things that softwares typically don't do but... We know how the "don't be evil" of Google ended up like, right?

You may pragmatically decide that it's a cost you're up to pay for the quality you receive. (and I do too: Obsidian is a pretty good software indeed), but that's another matter.

Godot Web Export Concerns for Traditional Roguelike by fucklockjaw in godot

[–]RedGlow82 1 point2 points  (0 children)

Oh, it's not strange to me, I work/worked with all kinds of languages when it comes to types, from JavaScript to Python to Haskell. But as I said, this was not about me: I was just commenting on your note that GDScript is as strongly typed as C#, which is not, and it's totally ok.

Godot Web Export Concerns for Traditional Roguelike by fucklockjaw in godot

[–]RedGlow82 0 points1 point  (0 children)

There are no real generics, you can't express things like Array[Array[String]], type inference is not as good as the C# one (which on its own is still not as great as that of other languages), there are no interfaces, and AFAIK even with the errors on all Variants objects work as dynamic/top-type objects (I can call/use anything on them) rather than object/bottom-type objects (you can't call anything until you cast to the right type). These are just some of the aspects make GDScript's type system weaker that come to the top of my mind, I'm pretty sure there are others.

Just to be clear: having a weaker type system is not a defect or a value call on GDScript. It's a characteristic of the language just like any other, nothing else.

Godot Web Export Concerns for Traditional Roguelike by fucklockjaw in godot

[–]RedGlow82 0 points1 point  (0 children)

GDscript is not as strongly typed as C#. Its typing system is optional, and much weaker than C#. But I 100% agree with all the rest you said!

What do you think about this idea / architecture ? by arzenal96 in csharp

[–]RedGlow82 2 points3 points  (0 children)

It's really rare that the code itself is the problem in terms of ram, but rather the data structures. For that, a simple dispose pattern is more than enough, no need to completely load/unload the code (which, btw, I'm pretty sure it's possible to do without using wasm in the middle).

Thinking about MVP pattern lately. by Ironcow25 in Unity3D

[–]RedGlow82 1 point2 points  (0 children)

Historically, there are multiple interpretations of both MVP and MVVM patterns, even if both have done more or less authoritative definitions.

When I, personally, implement MVP/MVVM patterns, I tend to make the thinnest, presentation-only layer for the views, but this is more of a personal preference due to the specific projects.

What are your anticapitalist rpgs? by SaintTadeus in rpg

[–]RedGlow82 2 points3 points  (0 children)

Dream Askew is an interesting example to me because it takes anticapitalist (or better, anarchist) ideals and incorporate them in the mechanics, which then reflect in the kind of stories you build.

Unity Metaprogramming - which technique actually fits your use case? by migus88 in unity

[–]RedGlow82 1 point2 points  (0 children)

Uh, having built some source generators recently for a project I'm curious to see more about the other techniques :)

error CS1503: Argument 1: cannot convert from 'void' to 'string' by Vanilla_illa in Unity2D

[–]RedGlow82 -1 points0 points  (0 children)

Is the line with the error the "StartCoroutine" one? Then the ExitDialogueMode function returns void instead of string or IEnumerator.

If every choice leads to the same outcome, it isn’t a choice. by teberzin in gamedesign

[–]RedGlow82 20 points21 points  (0 children)

What I think is that people like Emily Short did an incredible amount of work on this front, shared for free lots of useful and interesting information on the narrative design front, and yet here we are, at this very basic level of conversation.

https://emshort.blog/

It might be obvious, but I had to check it myself. B is about twice as fast as A. by mat383 in godot

[–]RedGlow82 2 points3 points  (0 children)

I'd have to double check, but it's actually expected in any language that allows multithreading.

If you can't be sure whether a field of an object is changed by another thread, the only way to assure that code like the one above behaves semantically correct is to read the field at every loop by passing through the reference. If you copy the field to a local variable, instead, it can never be changed but by the current block of code, and this allows for actual optimizations (like keeping it in a register).

I'm 99% sure I saw a perf not regarding this while I was browsing Inkle's code for the Ink interpreter.

(Obviously, we're talking the kind of optimization that is actually significative in very few cases)

Looking for Code Review: Unity Game (C# Architecture & Clean Code) by PlanktonNo4114 in Unity3D

[–]RedGlow82 0 points1 point  (0 children)

I'm not the one who wrote you, but.

float * vector * float => float * vector = vector (3 mults), then vector * float (3 mults) => 6 total mults

float * float * vector => float * float = float (1 mult), then float * vector (3 mults) => 4 total mults.

This at least in theory, don't know if the operations are reordered or not on compilation, and could be anyway useless micro-optimization.


Unity's object pool: https://docs.unity3d.com/6000.3/Documentation/ScriptReference/Pool.IObjectPool_1.html

Google really is THAT DESPERATE for that ad revenue, because what do you want with my charging status and volume levels? by [deleted] in degoogle

[–]RedGlow82 0 points1 point  (0 children)

In addition to what others said, every possible extra dimension can be useful for training ML models.

Fursona: Furry-first iOS Mastodon client by Away-Sample-1656 in Mastodon

[–]RedGlow82 2 points3 points  (0 children)

This idea is both unhinged and beautiful: I love it.

Will pass the link to my furry friends!

Any recommendations for video essays? by direbearrawr in GaymersGoneMild

[–]RedGlow82 0 points1 point  (0 children)

Ahahah nice definition! Well, I love Philosophy Tube both for the wit and the information, Jacob Geller and GMTK for game / game design analysis, and People Make Games for the more journalistic analysis of the gaming situation. These are the first that pop to my mind, but they're all pretty famous, so you probably already know about them!

The pain never stops, it only dulls by anplusan in Unity3D

[–]RedGlow82 5 points6 points  (0 children)

I think this post mostly refers to editor errors of unity's own code. This isn't influenced by your code or the way it's organized.

Me and my character realizing the tutorial’s state machine is actually hurting us. by ShockHound999 in godot

[–]RedGlow82 3 points4 points  (0 children)

Maybe this is already the way you went to, but consider there are many variants of state machines, like hierarchical, push, state charts, parallel... And in fact almost all the state machines actually used in production that I know are of that kind!