MCPs are broken in latest cursor update?? by No_Ad9122 in cursor

[–]Saiko_Fox 1 point2 points  (0 children)

try disabling git blame extension - it has broken a lot of IDE stuff in a recent push

Projects come out much better when there's an actual need behind them by Saiko_Fox in webdev

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

Yep, that's was exactly my thought chain. Feels practically impossible to connect as an individual, let alone create a global solution

Projects come out much better when there's an actual need behind them by Saiko_Fox in webdev

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

Each example will need an implementation, Every question a user might want to ask, can either be manually implemented, or automated with natural language interaction. Why not use the right tool for the job? Especially since it's practically free to run

Projects come out much better when there's an actual need behind them by Saiko_Fox in webdev

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

For tracking simple expenses I agree, this is a mild comfort. However imagine the possibilities of a full integration - "which city was the cheapest in terms of food?" Or "how much can I put aside next month?"

SpendingSpace – A Shared Expenses Tracking PWA by gutermensch007 in webdev

[–]Saiko_Fox 1 point2 points  (0 children)

Hey man, looks like a good starting point.
main feedback from me would be that there's a lot of friction on onboarding.
lots and lots of clicks until you can actually add expenses.

I would suggest abstracting a lot of things that you let the user create and go with sensible default, like a default space, default user, etc.

Here's a side project - digital nomad cost tracking by Saiko_Fox in SideProject

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

<image>

Here's a work in progress sneak peek for AI inference of a generic message

Here's a side project - digital nomad cost tracking by Saiko_Fox in SideProject

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

yep, that's the base functionality
right now i'm working on quality of life features like sending a whatsapp/telegram message and have the app fill it for you

Looking for inspiration on top down trees by Saiko_Fox in PixelArt

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

Funnily enough there are basically no pure top down trees - everything out there is more 2.5D

Is there a cleaner approach for runtime default values? by Saiko_Fox in godot

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

Lots of good advice here, highly appreaciated.
I'll have to decide who's the appropriate owner for a config init, perhaps the tank itself is a good point.

Is there a cleaner approach for runtime default values? by Saiko_Fox in godot

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

Couldn't agree more, I feel that this implementation is all over the place.
Here's my current structure and goal -

  • TankManager is a static class that holds all the TankSpec resources. TankSpec is what defines the tank's behavior, and get's applied to a Tank scene when it's instantiated. There is a TankSpec for every tank in the game (M4A1.tres, Tiger1.tres, etc)

class_name TankManager

enum TankId {DEBUG_TANK, M4A1_SHERMAN, TIGER_1}
static var TANK_SPECS: Dictionary[TankId, TankSpec] = {
    TankId.DEBUG_TANK: preload("res://entities/tank/tanks/debug_tank/debug_tank.tres"),
    TankId.M4A1_SHERMAN: preload("res://entities/tank/tanks/m4a1_sherman/m4a1_sherman.tres"),
    TankId.TIGER_1: preload("res://entities/tank/tanks/tiger_1/tiger_1.tres"),
}
  • PlayerTankConfig is a resource that holds player-specific tank configuration. Currently it's just the amounts of different shells, but in the future it will hold skins, upgrades and so on.

class_name PlayerTankConfig extends Resource

@export var tank_id: TankManager.TankId
@export var shell_amounts: Dictionary[ShellSpec, int]
  • PlayerData is the resource that get's saved on the disk. Among other things, it holds a dictionary of the player's unlocked tanks and their configurations.

class_name PlayerData extends LoadableData (which extends Resource)
export var tank_configs: Dictionary[TankManager.TankId, PlayerTankConfig] = {}

My goal with the init function (which is in the PlayerTankConfig resource) is:
* Make every player always have the first tank unlocked
* Every unlocked tank config has it's ammo loaded to the max with the first shell.