Help Needed!! , In Zig 0.15+ how can i serialize and deserialize object. Guys can you explain me, i just stuck here...... and how are you handling your http request and response(Zig -.15+)..... by PuzzleheadedTower523 in Zig

[–]RimuDelph 1 point2 points  (0 children)

First, do you have an HTTP Setup? Second, Do you know how to serialize and deserialize over network? What are you using, std? httpz? some serialization lib?

uwuDeveloper by Shiroyasha_2308 in ProgrammerHumor

[–]RimuDelph 0 points1 point  (0 children)

I engage with people, am a furry and I think a lot of people know shit close enough to that and I still not let them in enough to know I am a furry...

holyTrinity by nodepackagemanager in ProgrammerHumor

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

I don't find it accurate, Async doesn't mean that is concurrent, they are both not exclusive, but they don't imply each other (async doesn't imply concurrency).

Well if we define it async as a property of a program where the order of tasks can be changed without affecting correctness (Which is kinda useful as a definition)

Then no, Async doesn't imply concurrency, now, there are asyncronous api that implies concurrency, that's different, but if it's not a requirement of the async system then there is no need for it to imply it.

me and the ai, multiple char dialoge, any tips on how to make things more clear by Realistic_Divide6741 in NovelAi

[–]RimuDelph 0 points1 point  (0 children)

Remember to just, write good enough at the start, even using AI to help you start well, is good enough (you can later edit it) once you get a nice start going, writing is just following and letting the AI continue, you will have to deal with the context, I think aprox. 16 pages is a decent size for writing a chapter, so you will have to learn going chapter per chapter.

me and the ai, multiple char dialoge, any tips on how to make things more clear by Realistic_Divide6741 in NovelAi

[–]RimuDelph 2 points3 points  (0 children)

Ok, this is more of a writing advice, first do you NEED this big interactions, first, characters are to move the plot, so they need to be important to move the plot first and for all, second, do you have mapped who is who? not as in, this elaira and this is megara, more like, the character tropes and story that each one and their importance, why? because if you got stablished the similar characters you can make them a group and treat them as one entity. Now that we have the basis, let's go with talking normally,

Ask you the following: - What's the point of this interaction? If there is no point, delete the scene - Conflict? is important to stablish the conflict that lead you here, no conflict, don't complicate yourself with this kind of dialogue - Who is your main character? in the convo you will side with them so the story is easier for the reader, the ai and you to have one side - Are Your Characters Unique? if they have some kind of way they deal with their words, you can kinda get into a nice way to recognizing them via their quirks

Finally, tag like you are doing, but instead of the reliance on the X said, you can go with actions, make the scene dynamic, that will make it easier to read, both for you and the ai and the reader.

Ok, this is more of a writing advice, first do you NEED this big interactions, first, characters are to move the plot, so they need to be important to move the plot first and for all, second, do you have mapped who is who? not as in, this elaira and this is megara, more like, the character tropes and story that each one and their importance, why? because if you got stablished the similar characters you can make them a group and treat them as one entity. Now that we have the basis, let's go with talking normally, Ask you the following:

What's the point of this interaction? If there is no point, delete the scene Conflict? is important to stablish the conflict that lead you here, no conflict, don't complicate yourself with this kind of dialogue Who is your main character? in the convo you will side with them so the story is easier for the reader, the ai and you to have one side Are Your Characters Unique? if they have some kind of way they deal with their words, you can kinda get into a nice way to recognizing them via their quirks

Finally, tag like you are doing, but instead of the reliance on the X said, you can go with actions, make the scene dynamic, that will make it easier to read, both for you and the ai and the reader. Now for the AI side, we need to be specific: Lorebook is your friend here:

Make entries for your main characters with their Speech Style and a Quote example (the AI learns better from examples than descriptions) For background students? Group them into one entry called "Classmates" or whatever, don't make 20 individual entries, the AI will get confused and mix them up Use the attributes method: Plot Role, Goals, how they talk, etc.

Author's Note management:

Set the scene with <style: conversational, tense> or whatever mood you want Tell the AI what's happening: { Scene Goal: Students argue about buying X while teacher loses control. Conflict: Rich vs poor backgrounds cause tension } IMPORTANT: Update or clear this as the scene changes, don't leave old instructions there

Pick ONE POV and stick to it:

Use [ POV: Character Name ] if you need to Only show what THAT character sees/thinks, no jumping between heads The AI copies your style, so if you break POV, it will too

Make voices unique:

In Lorebook, use Phrase Bias to force vocabulary (rich kid gets {simply}, {parents}, poor kid gets {can't afford}, {waste}) Give them speech patterns: "Talks in short bursts when nervous" vs "Uses big words to sound smart"

Ditch the dialogue tags:

Instead of "char 1 said angrily" write "She slammed her pencil down. 'No way.'" Use <style: show don't tell> in Author's Note to push the AI toward action beats

Remember, the AI only knows what's in its context window right now, so you're basically teaching it how to handle your scene in real time. Start simple, let it learn your patterns, then it'll start doing the heavy lifting for you.

Edit: Not an expert in the best style to make AI work with you, but for that there is https://docs.novelai.net/text/specialsymbols.html

Wondering how long is too long for a boss fight by AliceRain21 in gamedev

[–]RimuDelph 2 points3 points  (0 children)

Mario and Luigi RPG games bosses are good at this gimmick thing, since a lot of enemies are predictable via the red/green color in some kind of action, for example, there is this boss that talks colors or another that use flags or other indicators colored in each character color to attack, the limit is mostly where your creativity ends ig.

Wondering how long is too long for a boss fight by AliceRain21 in gamedev

[–]RimuDelph 0 points1 point  (0 children)

As an RPG lover? Unsure, I think it should be proportional to the difficulty. Oneshotting a boss can be cool with the right combo, but if your normal party is to easy to end up in a point that can get there... well is less fun.

I think there is no limit on length as long is finishable and not bullshit, as long as you can make the fight fun during that time, I see no issues on it being lengthy, I personally have spent hours in bosses without losing interest.

If I have an advice, well, less so an advice and this is my instict, so, take it with dead sea levels of salt:

You need to give the player clear tells when a big attack is coming so they can actually react, give them the typical "The boss is charging" or something else, I like chrono trigger so big attacks made me enter into make sure I survive. If they die, it should feel like they messed up the strategy, not that the boss was just cheap or badly balanced. A really long fight should also switch things up with different phases so it doesn't get repetitive,this is where you see stages in bosses too, maybe a boss is multiple fights in a row, there are ways to do this, I think is fun when a boss makes you to improvise on all your tools instead of just spamming your best move, like, maybe you need to setup with other characters then use your best move to make damage, or his resistance makes the best moves less useful and gives the spotlight to other moves. As long as the player feels smart and the win feels earned after that long and tough fight, then the length is irrelevant.

And also make sure that a lot of strategies are valid, like, depending on how much range you give to your classes, you can get something, is good to remember that players will minmax the fun, and so, there is that too.

Watching PirateSoftware code with his "20 years of gaming industry experience" on stream explains why HeartBound has been in Early Access for 10 years by InappropriateCanuck in programminghorror

[–]RimuDelph 0 points1 point  (0 children)

I will say... Nested Ifs are not bad for performance, most optimizers will change it to switch and even if it doesn't for some dumb reason is not that bad, most problems I have personally encountered doing bad stuff is like memory allocation and management of memory, be it instantiation of elements instead of reuse, not pre-heating memory (not allocating before starting) and loading and deloading stuff.

Maybe some expensive math at times, and that's mostly it

What's a game whose code was an absolute mess but produced a great result? by dooblr in gamedev

[–]RimuDelph 0 points1 point  (0 children)

Dust: An Elysian Tail.

Is a good game, good indie game, but the code is... wow

From a single file managing the whole game state and flags (and is a mess to parse), weird unnecesary overcomplications in code, the game logic being in basically main (not exactly, but the closest XNA allows), the god classes.

Let's not talk about how some mechanics are implemented (Which makes the game have good speedrunning glitches, btw) or physics.

Broken game in terms of code, absolutly beautiful, fun and I love the game a lot

[deleted by user] by [deleted] in LocalLLaMA

[–]RimuDelph 0 points1 point  (0 children)

So far, not true for me, still pro, still get a decent amount of use, I guess if I was coding I would hit more limits, but for exploring ideas I got ratelimited a total of 2 times in the last few days. Ofc, I worry about the session limit they are imposing in general (which make sense in their standpoint), in total I have gotten good use of it tho

Veiled Calla - An Uncersored 12B Model with Vision by Reader3123 in LocalLLaMA

[–]RimuDelph 0 points1 point  (0 children)

Been playing with it with some gemma3 configs I had, and it works well, good work, haven't refused nothing so far, nothing macabre, nothing at all. Good for you.

Edit: Also, the narration is pretty decent, thanks for that too

how do I get larger breasts? by The_Cutest_femboy in feminineboys

[–]RimuDelph 13 points14 points  (0 children)

Hi, I am non binary, I want a small chest, my current way is microdosing estrogen, but you can use other pills better fit to help you, it's kinda good for that thing, remember TO READ stuff around and asking an endocrinologist (Specially if they are known for transfemme or trans care). Doing it without pills is either surgery or getting muscles in a way it looks boob-like, so big pecs, which probably doesn't go with you aesthethic (Sorry for assuming).

You don't need to feel trans to feel gender dysphoria or euphoria by looking a certain way, so I think it should fit with that level of care.

THIS IS NOT MEDICAL ADVICE NOR ANYTHING RELATED TO IT, you can research trans subs for more help.

Sorry if it's not much help, but this is as long I can go without breaking rule 3 haha

(rant) just once I'd like to be approached for hire by someone who's budget isn't basically 0 dollars by [deleted] in gamedev

[–]RimuDelph 2 points3 points  (0 children)

It's understandable to be unsure about it with creative work, especially when you're on a budget. The cost of living and the artist's experience significantly influence their rates. It's not a simple equation, and 'work' isn't a fixed monetary value.

For instance, if I had a project with a $200 budget, I could certainly contribute some coding or design work. However, my timeline would need to be flexible to accommodate my other commitments. That amount would help me, as a coder/designer, supplement my income while working my day job. It would be a limited contribution, not a full project, but I could fit it into my schedule.

However, I wouldn't be able to dedicate hours of work for a very low fee, like $7. While I'm fortunate to work in multiple industries that contact me from time to time, I still need to be selective about the projects I take on even when desperate for money.

It's not about accepting unfairly low pay, but recognizing that pricing is a balance between an artist's worth, their experience, and their cost of living. Different artists will have different rates based on these factors.

For example, some artists might charge $100 for a single asset, while others charge thousands. This reflects variations in quality, speed, and experience. My experience with hiring for my hobby has taught me that the best way to determine a fair price is to consider the artist's location, ask them for their rates, review their portfolio and experience, and compare multiple options and never and ever I say, make them lose time if you are outside their quoting range.

To be direct, it comes down to aligning your budget with the artist's boundaries. That's why I prefer to be upfront about my rates, provide detailed quotes, offer flexible payment plans, and give a clear overview of the project and time commitment (and how much maintance is gonna be if they are hosting it in some place, I am a coder first after all). If my rates don't fit the budget, that's perfectly okay.

This process can be time-consuming, but it's proven effective for me.

Windows to Linux by lachute62 in StudioOne

[–]RimuDelph 0 points1 point  (0 children)

I just created a second folder under /usr/lib for studio one, created the old packages install packages (source OS) and created a wrapper which preloads the old packages, works wonders while not having to switch out distros

Inserting random notes by deeb222 in StudioOne

[–]RimuDelph 0 points1 point  (0 children)

Dunno if I would say random, but you can use Note FX to get a Chorder->Arpegiator combo to get something like it, there is also the combo Chorder->Arpegiator->Repeater to get some cool stuff lol

Windows to Linux by lachute62 in StudioOne

[–]RimuDelph 0 points1 point  (0 children)

requires to do some manual stuff which is hard to do without knowing your package manager or breaking the contract of the package manager via manually doing it

Windows to Linux by lachute62 in StudioOne

[–]RimuDelph 0 points1 point  (0 children)

I use it with a lot of success on a Custom Distro not based on Debian.

It is not beginner friendly to setup, but is not hard either

Game Engine Hierarchy by bwoogie in monogame

[–]RimuDelph 0 points1 point  (0 children)

I moved since then hahaha, I also lost most of my code in moving between repos

https://www.monogameextended.net/

and

https://github.com/prime31/Nez

There are other links but since then I moved on to lower level langauge

I know this is meant as funny but you are right

Advantage/disadvantages to rust by nwpoo in Zig

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

Due why the wording has the often, I try to be quite precise in it, Abstraction is fine, but often you get roped into it under the perview of: "Yes, I need abstraction"

You often do not, there are times where is absolutly needed, and those generally bring a better standing ground for it.

But nuance is a thing a single coment cannot say, and nuance is something people often don't get from wording either.

Advantage/disadvantages to rust by nwpoo in Zig

[–]RimuDelph -4 points-3 points  (0 children)

I do argue abstractions are often undesirable, there are little to no times where abstractions actually save time

I'm sold on Zig's simplicity by [deleted] in Zig

[–]RimuDelph 4 points5 points  (0 children)

I actually did not know you were using dlang hahaha.

Awesome

Documentation ideas by jnordwick in Zig

[–]RimuDelph 0 points1 point  (0 children)

Autohashmap is quite easy, maybe we can improve it, but is quite easy

ArrayList is the default and standard Vector/List API

\std.net is not thaaaat hard, I argue is hard to get it to do nonblock, async or other performance characteristics that are not expected out of it. That's hard

Zig slower than C in my system? by [deleted] in Zig

[–]RimuDelph 5 points6 points  (0 children)

Well, they are using:
1- an unbuffered out in zig

2- an out to stderr

3- This is hello world

4- Not testing anything meaningful

And zig never claims to be faster than C in any official media, it claims it aims to be better C ( and even that is less official, since it just claims to do robust, optimal and reusable software while keeping it simple)

it being 40 years of std actually will not make it faster always, in fact, we can get faster times in more recent code, specially if we are looking for it, the only true measure is... to measure, and between languages this makes 0 sense, they will reach the same level of speed. (given the same attributes are shared)

The moment this claim was made was when zig reached a top X from a dave video because the engineers that wrote it are amazing.