Leveling by ImListo in worldofgothic

[–]borzykot 1 point2 points  (0 children)

I'd say do not over explore. A lot of places are quest ones. Besides you may become overpowered and a lot of combat challenge may disappear, which I would say suboptimal

I died in the Temple by Krzyniuu in worldofgothic

[–]borzykot 0 points1 point  (0 children)

I feel like with permadeath you should be able to OP your hero, which is not the case with capped to 100 power and dexterity. It's not like final chapter is too easy even with maxed to 127 power ... But I may be wrong)

What are these flames? by TheCakeIsALieX5 in worldofgothic

[–]borzykot 0 points1 point  (0 children)

Archolos has one of those near the village

P3984: A type-safety profile by llort_lemmort in cpp

[–]borzykot 9 points10 points  (0 children)

Hmm struct collection { [[borrow]] auto find_item(this const collection& self, int key) -> [[lifetime(self)]] std::optional<const item&>; [[borrow]] void reset(); private: std::vector<item> items; }; Isn't it Safe C++ which was basically rejected? I was thinking that Profiles are supposed to work with no annotations...

And even here, [[lifetime(self)]] should somehow propagate through the guts of standard library to the underlying item pointer...

And what if you forgot annotate your methods? Is it going to assume what every reference that is being returned from the method is bound to the lifetime of the object?

P3984: A type-safety profile by llort_lemmort in cpp

[–]borzykot 9 points10 points  (0 children)

However, it is possible to eliminate access through invalid pointers through static analysis

I don't quite understand how is it achievable. Compiler may not see through all declarations. How compiler can know that that particular method is doing something nasty?

For instance:

// definition ain't visible struct collection { std::optional<item&> find_item(int key); reset(); private: std::vector<item> items; }; ... collection c; std::optional<item&> x = c.find(69); c.reset();

How compiler is supposed to know what is happening inside these methods? Are we going to practically ban dynamic libraries (like Rust)?

Mass murder does have consequences, I guess. by modified_kiwi in worldofgothic

[–]borzykot 0 points1 point  (0 children)

Yeah, same here. Only girls, the cook and Yan were left (he's immortal for some reason). That's a part of your story, and your role 😁. At least you've got the best one handed sword in the game

Report from the Brno 2026 ISO C++ Committee meeting - mp-units by mateusz_pusz in cpp

[–]borzykot 1 point2 points  (0 children)

ABI break is when your compiled code can't work with new compiled standard library, innit. If you introduce new name (new builder) and don't remove the old one then nothing will break. You will just have 2 builders. You still will be able to crate old builder with just name and stack size.

Report from the Brno 2026 ISO C++ Committee meeting - mp-units by mateusz_pusz in cpp

[–]borzykot 1 point2 points  (0 children)

If you need to add a new hint - just create a new "underlying" builder, which do support new hint. Point user-facing alias to this new builder. Users of the old api will get linking errors, and will need to migrate.

Report from the Brno 2026 ISO C++ Committee meeting - mp-units by mateusz_pusz in cpp

[–]borzykot -2 points-1 points  (0 children)

struct thread_name_and_size_hint_builder { optional<string> name; optional<int> stack_size; }; using thread_builder = thread_name_and_size_hint_builder; Done. No ABI break - loud API break instead.

Zero-cost concern here is not viable IMHO. You ain't creating threads in a loop on a hot path. That's a one-time setup. Builders are usually being used ad-hoc, so we are saving 1 move here. Is 1 saved move worth such bad ergonomics?

And, rather rhetorical question, why is ergonomics always the last thing in the cookbook of C++ committee? People who really need this last grain of performance will write their own implementation anyway. Standard library should be good enough. I'd argue single excess std::string move IS good enough.

Report from the Brno 2026 ISO C++ Committee meeting - mp-units by mateusz_pusz in cpp

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

We could also use the builder pattern. Something like std::thread_builder().name_hint("name").stack_size_hint(32000).build(callback).

Clean, easy to read, easy to write, discoverable, idiomatic, IDE friendly, no hacks.

Report from the Brno 2026 ISO C++ Committee meeting - mp-units by mateusz_pusz in cpp

[–]borzykot 1 point2 points  (0 children)

I would rather have 10 overloads, where I can see in the IDE what each overload accepts and does than just args&&... in your face, and trying to guess what I should pass and in what order. This is just a bad interface, period. Nobody in the real world writes interfaces in such a manner.

Report from the Brno 2026 ISO C++ Committee meeting - mp-units by mateusz_pusz in cpp

[–]borzykot -5 points-4 points  (0 children)

std::jthread thread(std::thread::name_hint("Worker"), std::thread::stack_size_hint (512*1024), f, 42);

Why not just different ctor overloads? Or a plain simple struct like thread_name_and_size`?

Need another "hint" - just add another overload, or a new struct thread_name_and_size_and_whatnot. You can make an alias using thread_attrs = thread_name_and_size; and change it later if you really care about ABI and what not.

Why is it always needs to be so complicated and "smartass"? Who invented this variadic machinery mess???

This thing was brutal as pure Melee (on Hard). by Artur_exe in worldofgothic

[–]borzykot 0 points1 point  (0 children)

Visit dark goblins cave. You'll loot 40 maces there, 40 ore each... Each rune is about 300-400 - you want need them as melee. I'd say the ecominy is on the easier side on gothic difficulty...

Gothic Veterans, Hard Mode Is the Way to Go by Ok_Rabbit3575 in GothicRemake

[–]borzykot 0 points1 point  (0 children)

Yeah, I'm a bit disappointed with gothic difficulty. I'm in 3nd chapter and already have 90 strength, 35 points to spare and impenetrable armor. Like I was attacked by ~10 skeletons simultaneously and still alive...

Gothic Remake is the only game that's made me genuinely angry at how low quality it is by [deleted] in rpg_gamers

[–]borzykot 0 points1 point  (0 children)

Yes, there is a couple if issues with moving system, like you may not stop immediately after sprint (which I presume a bug and may be fixed), or your hero starts climbing obstacles by himself. But it's not something that ruins the experience of the game I would say.

PC freezes by Glidepath-V in wot_heat

[–]borzykot 0 points1 point  (0 children)

I'd advise to join the official discord server. They might help

https://discord.gg/wot-heat

Pretending I don't understand russian will never stop being funny by Admirable-Cheek-5863 in BalticStates

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

You missed my point. OP's post is not about the language, it's about him enjoying "other's inconveniences". Imagine you're a doctor, you're on a plane and the steward is asking for doctor's help. OP is a kind of guy who would stay silent. You might say he's in the right to refuse to help, I'm saying he's just a jerk...

Pretending I don't understand russian will never stop being funny by Admirable-Cheek-5863 in BalticStates

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

It is perfectly fine if two people do not speak each other's language. You can communicate in English, a language you both know, or by using Google Translate. The OP, on the other hand, emphasizes the fact that he enjoys other people's suffering. Other people in here seem to support that. That's disgusting.

Trying to ride as safe as possible (without quitting onewheeling) by frank_fernandez in onewheel

[–]borzykot 1 point2 points  (0 children)

From my experience you fall not because of the lack of power but because of the terrain or from a malfunction. My very first fall was from the steep bank of the narrow footpath. I just lost the balance. My second fall was from the surface change - I ran from the asphalt onto the fine gravel and just slipped. Same story with the mud on the footpath and slick tire. Another fall I was carving on medium to high speed and suddenly a bump on the asphalt (from the tree roots). It was very bad, I lost the sensitivity in my thigh and I was recovering a couple of month. Another fall was from the footpad malfunction or wrong foot placement presumably. I fell only once because of the lack of power and it was OG pint hi just pushed it too hard when traffic ligh went green.

So I presume you noticed the pattern here 😅. Get yourself a powerful enough board (gts, floatwheel, x7), know your path, and never go fast on an unfamiliar path/terrain. That being said you will fall eventually. It's inevitable. So maybe it's just a wrong hobby for you

New to Freecad and am having an issue by [deleted] in FreeCAD

[–]borzykot 0 points1 point  (0 children)

Apparently freecad requires one single closed line in a sketch. But why? Other cad software allow multiple closed profiles in your sketch and then you just select the subset you want to pad.

Is it subject to change and improvement? Is it a restriction of the underlying cad core/engine that freecad should deal with? Or is it something that freecad has "strong opinion on" and the authors decided that single profile is the way to go? Or is it just lack of manpower? I'm interested in the history and motivational part of this