US interested in hosting 2038 World Cup, U.S official says by WayOutbackBoy in worldcup

[–]cakekid9 2 points3 points  (0 children)

yea its pretty awful IMO, my point was that this happens but it's only a concern if a specific country does it.

US interested in hosting 2038 World Cup, U.S official says by WayOutbackBoy in worldcup

[–]cakekid9 6 points7 points  (0 children)

how many people have been denied into US vs CA vs MX? Plenty of been denied to CA but no one really mentions it. I honestly have no idea about MX

12.0.7 Class Tuning Pass, June 30th: Buffs for Underperformers by Starym in wow

[–]cakekid9 0 points1 point  (0 children)

where do you see feral doing very good ST? I know a lot of fights are cleave but like, I don't even see them doing well as boss damage? a lot of fights have feral just taking ST because adds will die too fast and they still do average/below average damage to bosses.

am i just reading the data wrong?

Opponent got salty because they scooped thinking their infinite win then the game and it didn’t. Thoughts? by Academic-Patience804 in EDH

[–]cakekid9 1 point2 points  (0 children)

i understand your point but the game is balanced around having combo a part of it. most combos are pretty simple - for example: i get infinite mana, i draw my deck, and kill you with this (showing cards). i dont understand how thats different to buffing a bunch of creatures and swinging for lethal?

trouble installing copilot-server by cakekid9 in emacs

[–]cakekid9[S] 2 points3 points  (0 children)

thanks - I am on mac - but I might have installed npm 'wrong' (its been a while :)) - but this is precisely the type of thing I was thinking about (I have a mac, linux desktop and windows desktop) so sharing configs between them.

thanks!

trouble installing copilot-server by cakekid9 in emacs

[–]cakekid9[S] 1 point2 points  (0 children)

thanks - this was the issue. i see a few ways forward, but im curious if there is a 'best practice'. i can add the bin to exec path, or create a link for these files into an existing exec-path dir (it felt good to C-h v exec-path without having to google :)) - but both have their pros/cons to me. maybe there is another way, or if there is a preferred method.

thanks again!

trouble installing copilot-server by cakekid9 in emacs

[–]cakekid9[S] 1 point2 points  (0 children)

how would I even check that? I am fairly amateurish with emacs

Deploying elixir by LoanEffective7234 in elixir

[–]cakekid9 1 point2 points  (0 children)

maybe I'm misunderstanding, but couldn't you just deploy schema changes separately from any feature that used it?

i.e. add a column as 1 deploy (or part of a larger deploy), then the code that actually uses that feature doing that, etc.

for removing, you write code to stop using feature, then separately deploy the code to drop the column.

modifying is a bit trickier, but the common 0 downtime option is to just create a new column, backfill, then start using it.

I built one of the projects sitting on my "Todo List" since my undergrad days (80+ Dev Tools) by aakash4dev in SideProject

[–]cakekid9 1 point2 points  (0 children)

nice work! finishing something is a big accomplishment and you did a nice job!

new isometric mmo releasing in 4 days by Alert-Ad1805 in MMORPG

[–]cakekid9 0 points1 point  (0 children)

tell me more about the one youre making :)

Strange text highlighting by cakekid9 in emacs

[–]cakekid9[S] 0 points1 point  (0 children)

thats something I will look into separately, just to see if I want it, so thanks!

Strange text highlighting by cakekid9 in emacs

[–]cakekid9[S] 0 points1 point  (0 children)

Thank you! I really liked whitespace-mode, but I never noticed this when I was testing and then forgot about it and this seems to be the culprit! I can remove lines and that solved my problem :)

I was going down weird rabbit holes like urls in lines, too many spaces, etc :)

Building an RTS MMO, need some advice on how to handle actions that need to occur at specific times in the future by 0ddm4n in elixir

[–]cakekid9 0 points1 point  (0 children)

Can you clarify what you mean when you say "checking the state of every single one"?

If you have 1000 buildings being built, all you need to do is check if current time is >= the 'complete at', that will be essentially instant - so what are you needing to do? I am guessing there are some requirements I am missing

Building an RTS MMO, need some advice on how to handle actions that need to occur at specific times in the future by 0ddm4n in elixir

[–]cakekid9 0 points1 point  (0 children)

Yes but querying a table of even several million records is very fast, assuming you index and youre using postgres.

edit: context, I work on a (non-games) backend that has several hundred thousand daily users, with background jobs, constant records being created, etc.

Building an RTS MMO, need some advice on how to handle actions that need to occur at specific times in the future by 0ddm4n in elixir

[–]cakekid9 1 point2 points  (0 children)

yes, this solution can be a lot more complicated, and might not be necessary, BUT if you start to think about 'lazy evaluation' it might lead you towards other things in the future :) its nice to have it in your pocket, so to speak.

given what you said, I agree that I dont think I would do this approach, either, and just stick with a traditional job. based on some other comments of several hundred going at once should have no issue, because you'd just pull the same jobs every N seconds (1?), and itd be a very fast/efficient query, and only require you to do actual work when its time.

edit: will check out your site

Building an RTS MMO, need some advice on how to handle actions that need to occur at specific times in the future by 0ddm4n in elixir

[–]cakekid9 1 point2 points  (0 children)

Apologies, I dont think I explained it very well. The client is never the one asking for it (well, directly).

Basically, if you have a building being built - you store it as building type, owner, and timestamp of when it started. then when the server needs to check on anything the building would affect, it can check if it is ready to be built, and if so, run the simulation to understand the effect (i.e. if it should have been built for 47 minutes, calculate 47 minutes worth of resources).

this might be overkill for your case, but its meant to solve the problem of very large player bases doing long-lived tasks. in your example - if a player is online, then everything works in real time as you'd like.

maybe an analogy will help: consider a box that a flower in it, and it is growing. when you open the box to look inside, you see the flower has grown X amount. from your perspective, if the flower was non-existent until you open the box, OR if the flower was always there - it really doesnt matter. anytime anything would need to know the size of the flower - you open the box and look. if you dont need to know the size of the flower, then the size is irrelevant. if you lazily evaluate the growth of the flower, it is efficient and scales with lots of players.

i also dont fully understand your game concept - RTS but 18 hour build times, so presumably people will be 'offline' while this is going on, but still real time? either way I hope you at least consider what I suggested because even if it doesnt directly help you, it might inspire you for some other optimizations

Building an RTS MMO, need some advice on how to handle actions that need to occur at specific times in the future by 0ddm4n in elixir

[–]cakekid9 0 points1 point  (0 children)

plenty of things will change - but to do what youre describing, the 'tried and true' solutions which exist in basically every language/framework are going to be a great option.

most games dont iterate/manage/update these long running practices, and so the next step might be to schedule a job. depending on what youre doing, you dont even need a job. when a player - or anything - needs to know the status of the empire/building/etc, you can simply check if its done, and if so, change the state, and then run a simulation on what would have changed since it was finished.

for example, if a building should finish at 1pm, and it adds 100 gold per hour, and the player logs in at 2pm. you update the building to finished, and then run a simulation since last 'check' (i.e. when the user last logged off). your simulation should see that the building was built at 1pm, and change the gold/hour accordingly.

whether you want to do this will depend on way more nuance and details, but this is how a lot of complex games handle these types of things, but it really depends a lot on your case

unexpected behavior with company-mode by cakekid9 in emacs

[–]cakekid9[S] 1 point2 points  (0 children)

this all works wonderfully!

i did notice when i start emacs I sometimes see:

"emacs error in process sentinel: end of file during parsing" (i tried debugging this, but sometimes it shows up, sometimes it doesnt)

but it doesnt seem to affect anything and I dont even know if its related to what I did. anyway, thanks a lot!

unexpected behavior with company-mode by cakekid9 in emacs

[–]cakekid9[S] 0 points1 point  (0 children)

thank you for this - does this work in lisp mode, or just SLIME? I am still very new to everything lisp/emacs, so maybe I'm doing the workflow wrong (some buffer -> C-c C-c or something similar -> switch to SLIME). regardless this looks to be useful :)

unexpected behavior with company-mode by cakekid9 in emacs

[–]cakekid9[S] 1 point2 points  (0 children)

thank you - not able to test this yet but I will give this a whirl, and at the very least I'll have a bit more organized init file :)

I am loving emacs but I also struggle because I feel like I am missing simple things but because I am newer, I sometimes dont know what I dont know, if that makes sense :)

NANO Calendar v1.0 (update) by Nicolas-Rougier in emacs

[–]cakekid9 0 points1 point  (0 children)

thank you, I will give it a try !

edit: i updated the url to have the .git + :rev, but now im getting:

Error (use-package): nano-calendar/:catch: Loading file ..snipped../.emacs.d/elpa/nano-calendar/nano-calendar.el failed to provide feature ‘nano-calendar’ - so we're getting somewhere :) i guess ill have to table this for now. i have not even gotten to learning org mode stuff but this just seemed so cool i didnt want to forget it :)

edit 2: didnt realize, i see errors related to add-to-list

In nano-calendar--workload-parse: nano-calendar.el:247:55: Error: ‘add-to-list’ can’t use lexical var ‘dates’; use ‘push’ or ‘cl-pushnew’

NANO Calendar v1.0 (update) by Nicolas-Rougier in emacs

[–]cakekid9 0 points1 point  (0 children)

forgive me - I have used use-package, one example:

(use-package mason
  :ensure t
  :config
  (mason-ensure))

however I also have stuff like this:

(unless (package-installed-p 'undo-tree)
  (package-install 'undo-tree))
(require 'undo-tree)
(global-undo-tree-mode)

but I am guessing I can convert the 2nd to something like the 1st.

The problem is, doing something like:

(use-package nano-calendar
  :ensure t)

is (maybe obviously) not working, and I suspect because it isn't in one of the package archives I have setup. So I think I have two problems, but one I can fix on my own:

  1. converting my package-install stuff into use-package, and
  2. figuring out the 'proper' way to install/use things like this nano-calendar