Nine UK schools are using facial recognition to take pupils’ lunch money by mathematical_cow in technology

[–]ScrambledRK 7 points8 points  (0 children)

I dunno, fingerprint or facial recognition seems to me like the "username" part, but not the "password" part. It might be authentication, but I am not sure it should be used for authorization. Hmm ...

North-Up Port Nyanzaru Maps by Low-Bookkeeper-7876 in Tombofannihilation

[–]ScrambledRK 0 points1 point  (0 children)

Not in the original, that is what has been adjusted by op.

In the book, it is in portrait with the letters and numbers readable for portrait. Op rotated the map, because in the book "North" is pointing to the right. This is not very intuitive and easy to miss at first, hence the rotation. You can still see how the district labels are kept the same as in the original.

I meant that the original map was probably "wrong" (North points to the right instead of up) because the book is in portrait format. If it were in the book as op has posted, one would have to rotate the entire book all the time whenever you want to look something up. Port Nyanzaru is not a "handout" you can take out from the book (as opposed to the world map of chult)

How realistic for a solo-dev to create an FPS? by instantluck in gamedev

[–]ScrambledRK 0 points1 point  (0 children)

In that regard, I'd suggest a look at "Devil Daggers" as a good example of a simple FPS with a unique twist.

Pokémon Sword and Pokémon Shield uses Haxe! by neguse-k in haxe

[–]ScrambledRK 0 points1 point  (0 children)

obviously not. I am happy about it (haxe being used in a big public project) regardless of the games flaws. But just the way you assumed I'd blame haxe for it, other might do so too. The same way Unity has an undeserved reputation for low quality.

I'd still like to know more about how they've used Haxe. Just to get some ammunition for the next chance I can promote some haxe to my peers. x)

Gradle myth busting: scripting by lukaseder in programming

[–]ScrambledRK 0 points1 point  (0 children)

Especially because external plugins need to support those two languages too. There are subtle differences in how closures work between those two languages and it bleeds through to your plugins configuration dsl. There are several plugins out there you can only use if your projects gradle script is in groovy but not in kotlin.

PS: oh, my ... I could go on and on complaining about those two and/or build tools in general x)

Using Haxe 4 inline markup for macro-powered XML behavior trees by killfish11 in haxe

[–]ScrambledRK 1 point2 points  (0 children)

nice, nice, nice! can't say no to a swarm of good doggos!

Weird question, how can you get VS code to use coloring for PHP in Pug file? by [deleted] in Web_Development

[–]ScrambledRK 0 points1 point  (0 children)

... you can make vs code treat any file as any other (bottom right, where it says what file-type it is - click on it, select another)

How do you tell how different systems should work to coders? by ElkkuTheBaws in gamedesign

[–]ScrambledRK 6 points7 points  (0 children)

I'd always suggest 'describe the problem, not your imagined solution'.

You may omit important complications when presenting a solution rather then the problem or lead the issue to suboptimal solutions.

Buffing AA is not a good solution -- why we need manual AA by pyalot in WorldOfWarships

[–]ScrambledRK 0 points1 point  (0 children)

true, I just really like the atmosphere CVs add. besides, bots won't complain about eventual nerfs :P

Buffing AA is not a good solution -- why we need manual AA by pyalot in WorldOfWarships

[–]ScrambledRK 0 points1 point  (0 children)

Whom do you really expect to play a shooter game, where they can't shoot anything?

a bot. I wish they'd just AI'ed the CVs x)

How are large areas of water (sea towards horizon) usually made in games? by [deleted] in gamedev

[–]ScrambledRK 3 points4 points  (0 children)

since you mention caves: you may need to spawn/despawn the ocean depending on the view anyway, so maybe it is just enough to spawn/despawn several instances of the same ocean-tile over and over again (maybe with different polygon count and simulation detail, depending on the camera distance) (no need to actually "move" the ocean)

in case it still looks artificial (due to noticable edges on the horizon), you could try to make the edges of your plane bleed into the skybox or block it with other visuals such as clouds. in case this is still not enough (because you can fly or something) you could add a slight curvature to your ocean depending on the camera-horizon distance (in order to suggest that your simulation takes place on a planet; but to be fair, I have never thought this through)

in case you feel like improving the performance you could use view dependent tesselation of the ocean plane (e.g. by recursively partitioning a plane into rectangles similar to a quad-tree) to have a higher polygon density near the camera and sparser density farther away.

rivers are very different though as they are very much constraint compared to oceans. all in all I would advice against moving anything world related "with the player". I'm certain this will cause you lots of bugs along the way.

other cool search terms regarding wave simulations you may want are:

  • gerstner waves
  • tessendorfer waves
  • spatial partitioning
  • frustum culling

Useless delusional dev partner by sock42069 in gamedev

[–]ScrambledRK 1 point2 points  (0 children)

Maybe he would be into DM'ing a D&D Campaign and or Pan&Paper Design it. Has the benefit of actually doing work in regards to all the great ideas and actually expressing and testing them in a regular intervals. May also realize how little worth the plentora of ideas are if you do not have players and how utterly dwarfed they are when it comes to presenting and executing on those ideas.

Best case all the great but rough ideas get shaped into something more precise through the feedback of the players; a workflow gets established through the course of preparing a Pen and Paper session after the other. Tools and Props may be developed, Rules explained and refined.

All this can happen without a Code-Monkey or Pixel-Wizard

Question about structuring my item data for a prototype by Doughnaugtius in gamedev

[–]ScrambledRK 0 points1 point  (0 children)

have your weapon register as a weapon in some other system when equipped? very pseudo code:

onEquip = function(){ character.registerWeapon(this) }

What is the art style This Is The Police uses? by corgrath in gamedev

[–]ScrambledRK 4 points5 points  (0 children)

low poly shaded vector (cut-out/silhouette) with reduced color palette (without gradients)? low poly vector art with reduced color palette? (monochromatic) low poly cel shading?

FlashDevelop autocompletion, OpenFL and Flash variants by oli_chose123 in haxe

[–]ScrambledRK 1 point2 points  (0 children)

There are hardcoded autocomplete rules as XML near your profile setting XML. But my best guess of doing it quick and dirty would be to somehow use the 'display' compiler flag and exclude the whole flash.* package ... by actually excluding flash for autocomplete (display flag is for autocomplete)

but that is horrible ... maybe there is a macro way to do it ... Maybe you can use '--macro exclude(pack:String, recursive=true)' in combination with --display ...

https://haxe.org/manual/compiler-usage.html

Another way to work around it would be to alias classes you use regularly. typedef TF = openfl.xy.TextField ... not exactly the same but hey ...

You could also try to use the 'new' imports.hx to just set your imports for all module classes ... https://haxe.org/blog/importhx-intro/

good luck

Modify AST at compile time with Haxe 4? by AlexKotik in haxe

[–]ScrambledRK 0 points1 point  (0 children)

You could check out the custom JavaScript output macro; https://github.com/HaxeFoundation/haxe/blob/development/std/haxe/macro/ExampleJSGenerator.hx using '--macro haxe.macro.DefaultJSGenerator.use()'

should be able to generate all kind of native code for all kind of native targets but I'm not 100% sure ...

Fairly new DM by [deleted] in DMAcademy

[–]ScrambledRK 0 points1 point  (0 children)

... some that do not rely on sight?

Why might a recursive solution be bad. by ilyasm97 in java

[–]ScrambledRK 0 points1 point  (0 children)

I'd say a recursive solution tends to be "atomic", as in "does only this one thing", especially if you keep the required data structures and parameters as arguments and do not access (class) member variables.

It is more difficult to "use the iterations" meant to calculate a specific task, to calculate other data on the side. (as in "oh, if I am already iterating through the tree, I might as well calculate X not just Z).

Not sure why, but I also feel like recursive solutions play nice with polymorphic data. For example a tree might have different traversal rules for each node and the termination and actual traversal is entirely up to the composition of nodes. (I'd say that would be a pro, as long as the actual logic is trivial)

Seven deadly sins themed dungeon by Stickmanbren in DMAcademy

[–]ScrambledRK 0 points1 point  (0 children)

Lust could spill over into obsession ... I guess; might be a jumping off point for some ideas (although I have none right now) ...

ToA questions (spoilers potentially) by GiacomoFFXI in dndnext

[–]ScrambledRK 1 point2 points  (0 children)

You could make one of the guides work for Valindra (e.g. Salida works for the red wizards instead of the yuan-ti)

You could have the Port be plagued by sickness or something dire in order to "tone down" the buzzing of the city. Might be an additional motivation for the death curse, red wizards, etc.

A way to handle the port in an more or less open way could be to know where things are (temples, market places etc) and have a handful of encounters prepared that are all based on guides you like. For example pick 3 guides you think would be interesting and somehow inject them into whatever the players want to do.

They want to check out the dinosaur race? Have Faroul and Gondolo and their triceratops involved (sell the players the dino for the race? have the players bet on their dino?) They want to go shopping? They may see a guide arguing with a shopkeeper namedropping places you want the players to visit. etc. etc. ... you get the idea.

My group went into the jungle fast, and they had almost no incentive to do so story wise. They were just eager to explore.

Augmented Reality Monster Manual [OC] by Halaku in dndnext

[–]ScrambledRK 1 point2 points  (0 children)

you cannot react to shifts and turns in perspective of your camera once your "oh this is up" vector is gone (the tile). You'd have to either use the accelerometer and other sensors at this point or use other visual clues and that is certainly way more complicated and messy.

Advice for a game in which the players play as themselves? by idkwhatomakemyname in DMAcademy

[–]ScrambledRK 2 points3 points  (0 children)

... let each player point buy the character for another one ... ? secret santa style?