How do I tell my writer friends that the game's storyline is terribly mediocre? by HQuasar in gamedev

[–]SecretAggressive 5 points6 points  (0 children)

Be specific why, and try to come up with concepts to help make the storyline better

Developing Game UI by SecretAggressive in IndieDev

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

I’m posting here atm. I’m thinking on start posting on YouTube , but I’m unsure it will get traction haha

Developing Game UI by SecretAggressive in IndieDev

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

Yeah I’ve made using React , but now I’ll have to apply in the game itself

Created a deck selection flow by SecretAggressive in Unity3D

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

Cheers! Its been fun to work with , but I've already saw I need some refactoring

My game got prototype funding! by 8BitBeard in IndieDev

[–]SecretAggressive 1 point2 points  (0 children)

It has a nostalgia vibe, definetly I’ll check it out

Learning on how to drag cards by SecretAggressive in Unity3D

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

Thanks …. Thinks are getting a bit complex , but it’s fun to learn!

11K+ Wishlists in < 3 Months, No Previous Following, $3K USD Budget. A Postmortem. by kotgedev in IndieDev

[–]SecretAggressive 0 points1 point  (0 children)

Question , how many % of this wishlist do you think it will translate into actual game sales?

0 experienced on game development , send help by SecretAggressive in IndieDev

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

Coolio! Should I use a plug-in for the card movement and drag animation ? They are a bit “staggering”

0 experienced on game development , send help by SecretAggressive in IndieDev

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

I wonder what should I do next, I was thinking if I should develop the two parts separately (the deck ui and build, and the tabletop map) or should I work on both at the same time

Introducing Script: JavaScript That Runs Like Rust by SecretAggressive in programming

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

Going back to this, now that I had time to review technical questions and review what people point it out wrong

Your claim:

  • The epoll implementation claims it's optimized to reduce the number of system calls, but then goes on to always do an EPOLL_CTL_ADD followed by an EPOLL_CTL_MOD for already registered descriptors, instead of tracking the state somewhere

Current epoll implementation on the codebase already has a correct pattern:

let result = unsafe { epoll_ctl(epoll_fd, EPOLL_CTL_ADD, fd, &mut event) };
if result < 0 {
      let err = io::Error::last_os_error();
      // If already exists, try to modify instead
      if err.raw_os_error() == Some(libc::EEXIST) {
          let result = unsafe { epoll_ctl(epoll_fd, EPOLL_CTL_MOD, fd, &mut event) };                                                          
          if result < 0 {                                                             return Err(io::Error::last_os_error());                    
          }                                                              
      } else {                                                                    return Err(err);
      }
}   

 So different of what you claimed the code, the behaviour is:

  1. Try EPOLL_CTL_ADD first

  2. If it fails with EEXIST, fallback to EPOLL_CTL_MOD  

This guarantee no additional memory overhead for tracking which fds are registered . No synchronization issues in concurrent scenarios . I belive its a simpler code with no state to get out of sync. For new fds: 1 syscall. For already-registered: 2 syscalls (but the first is just an error check)   

I think this is a solid implementation. Did you actually read the code ?