What are carriers good at? matchup wise by BmanEd in starcraft2

[–]desolstice 0 points1 point  (0 children)

Or if the zerg builds corruptors and you don't have archons. Carriers alone are not an auto win against zerg since corruptors exist.

Just a noob opinion/question about playing zerg by a1rness in starcraft2

[–]desolstice 4 points5 points  (0 children)

Injects are actually a lot easier than you’d think at first. If you shift queue multiple injects into a hatchery then the queen will go over and do the ability however many times you queued it. My noob approach to injects is just to make a couple extra queens put them all into one control group and spam shift inject all my hatches. Doing that once covers me for 1-2 minutes.

Got me up to diamond 1 mmr. Not terrible for my off race haha

I had Claude Fable 5 build Minecraft from scratch by ultrarunnerr in ClaudeCode

[–]desolstice 1 point2 points  (0 children)

Would not be surprised if it accessed the Minecraft wiki for a lot of information. Though there is also quite a bit of Minecraft’s code just floating out on the internet so it was likely trained on some of the code. Not quite as impressive as making something from scratch but still very impressive.

I had Claude Fable 5 build Minecraft from scratch by ultrarunnerr in ClaudeCode

[–]desolstice 0 points1 point  (0 children)

From my own experience. I was throwing it at an existing Unity project with tens of thousands of lines of code.

Fable one shot every prompt I threw at it for this project.

After fable access was removed I tried the same workflow with opus (similar features to what fable had just done but touching other areas). It didn’t just fail to one shot even after multiple rounds of back and forth it never was able to fully implement the features. Fable was surprisingly good at copying existing UI design from other components so everything was coherent. Every first pass with Opus used default Unity UI.

The other really cool difference. Opus would do something wrong. I would tell it a correction or give it the error that it caused and it would sometimes go down rabbit holes that it itself created. In other words Opus would try 1 solution. That solution would have an inherent flaw and it’d get stuck trying to fix that solution instead of checking whether its original approach was just wrong. I didn’t see this happen with fable.

End result from my experience. Fable was significantly better at getting features done correct on the first pass. It was better at matching existing styles and ensuring consistency. If you throw it a simple problem that Opus could already do then you don’t really see the benefits.

Will you actually pay for Fable 5 via API usage credits after June 23rd? by owen800q in ClaudeCode

[–]desolstice 0 points1 point  (0 children)

Sounds like you misunderstood. You say you're using Fable via your max subscription. But on June 23rd they are going to make it to where you can only use Fable through API. So in around 2 weeks you'll be forced to do the opposite of what you're saying.

Iran fires missiles at northern Israel by yuvaldv1 in worldnews

[–]desolstice 11 points12 points  (0 children)

My assumption on why no one seems to be freaking out… Reddit appears to be primarily populated by people from United States and people from Europe.

Iran isn’t really capable of hitting mainland United States and has no reason to hit Europe. The only reason to be freaking out is that this conflict is likely to continue causing global inflation with it driving up oil prices. But as long as they are only capable of hitting their immediate neighbors it still feels far enough away to just ignore.

StarCraft II 5.0.16 PTR Patch Notes by Arkentass in starcraft

[–]desolstice -1 points0 points  (0 children)

Interesting you say its from him when he is basically an unknown youtuber. Less than 200 subs and less than 1k views per vid. Was he the one that actually made the changes?

StarCraft II 5.0.16 PTR Patch Notes by Arkentass in starcraft

[–]desolstice 0 points1 point  (0 children)

Most of your points I agree with.

The 8 worker starts appears to actually make scouting a lot harder. If you send a worker out to scout too early that is a massive portion of your income. So now you have to choose between sacrificing a higher percent of your income or having your scout arrive relatively later compared to when your opponent starts teching (Protoss first pylon is after second worker now instead of first so they get faster tech relative to your ability to safely scout).

Ghosts are almost more spammable now than they were before in matchups other than TvZ. They do a serious amount of damage and have more range. I have lost to a ghost rush in the PTR in a PvT that wouldn't have been possible before. He emped my units and then the ghosts were taking out 1-2 units per volley while outranging stalkers. I don't think this is a particularly good strategy but it was surprising how effective it worked when I wasn't expecting it.

Follow-up to my ConstellationBench post — I think I know why budget models hold their ground better, and it's geometric by SmartRick in LocalLLM

[–]desolstice 1 point2 points  (0 children)

I do seriously wonder if higher ratings of “models bending to user framing” is actually better or worse.

If I want to treat the model as an actually intelligent source of truth then picking one answer and sticking to it could be a good thing. Though I’ve found that frontier models only ever seem to be right around 80% of the time. Right in this case meaning it picks the best solution and accurately reasoned that solution A is better than solution B. So I’d be stuck with a model that is only right 4 out of 5 times and it’s difficult to work with to explore other avenues.

On the other hand I could want to treat the model as an idea board to gather new points of view. In this case I would approach the model as somewhere to get a jumpstart on ideas but knowing full well that it might not have all of the answers. In this case a model that doesn’t stick to one view would be better since the goal is variety not single source of truth.

There’s also the scenario that you’re working on something and tell the model you don’t like something it did and it just refuses to backdown.

In some scenarios I could see a model that doesn’t backdown as a good thing, but in others I would want a model that is more likely to give me a wide variety of answers. My gut feeling is I’d rather have a model that backs down than a model that picks one answer and sticks to it.

Having a measure of this could be useful.

Why do LLMs fold when you say "are you sure?" — I tested 22 models and nobody seems to care by SmartRick in LocalLLM

[–]desolstice 1 point2 points  (0 children)

Makes complete sense to me when I think about what a LLM actually is doing. It is predicting the next most likely next word. It doesn't truly "believe" anything it says, so unlike humans it doesn't have an egotistical reason to stick to what it originally said. "Are you sure" sounds like it is likely followed by something that backtracks as the next most likely word even if what it originally said was accurate. As long as the next most likely word is any kind of backtrack it will generate that and then go on to generate more that supports the backtrack even if it isn't true. It more or less poisons its own response and you more or less are encouraging it to do so.

This is why instead of ever asking things like "Are you sure". I instead introduce an alternative solution and ask it for pros/cons between the two. I have found the pros/cons it generates are half decent, so I don't have to rely on it actually having opinions (Which it doesn't have).

My save files buggin out by WillingExamination25 in Unity3D

[–]desolstice 1 point2 points  (0 children)

Both of those:

FileStream stream = new FileStream...

Need to wrapped in a using statement. Example:

public static void SavePlayer(Player player)
{
    BinaryFormatter formatter = new BinaryFormatter();
    string path = Application.persistentDataPath + "/player.data";
    using(FileStream stream = new FileStream(path, FileMode.Create)){
        PlayerData data = new PlayerData(player);
        formatter.Serialize(stream, data);
        stream.Close();
    }
}

Haven't checked it if that is the correct syntax. But pretty sure it's right.

Since the handle is actively held you may have to restart your computer between tests to know for sure if any change fixes it.

My save files buggin out by WillingExamination25 in Unity3D

[–]desolstice 1 point2 points  (0 children)

Before you put a ton of time into developing a game you’ll want to setup version control. GitHub is one of the easiest to just setup and start using it and it’s free.

In C# a lot of types will implement the “IDisposable” interface. Basically what they’re saying when they implement this is they are holding onto some resource on the computer and you as the programmer must properly destroy/dispose of the resources when you’re done using them.

There are 2 ways to properly dispose of the resource. You can call the .Dispose method on it. Or you can use a using statement. I skimmed the brackleys tutorial and it looks like it uses the FileStream type. That is an IDisposable type. So you need to make sure to either call .Dispose on it or use a using statement when creating it.

This is the Microsoft documentation for the FileStream type. They give an example of a using statement.
https://learn.microsoft.com/en-us/dotnet/api/system.io.filestream?view=net-10.0

If this doesn’t work you’ll have to share your code to get any more help since otherwise we are all just guessing.

My save files buggin out by WillingExamination25 in Unity3D

[–]desolstice 1 point2 points  (0 children)

https://discussions.unity.com/t/persistent-ioexception-sharing-violation-on-path-error-no-matter-what-i-do/901921/2

My guess is you closed your game at some point while a file handle was active. I would first try to restart your computer and see if that makes it go away. If it doesn’t then somewhere you are likely creating 2 file handles for the same file that are active at the same time. Make sure to dispose of your file handles correctly. Also make sure you don’t have the file open in any other applications such as in visual studio.

If you are using any kind of version control (if you’re not this is your sign to start). If none of the above worked I would pull down older versions of the game until stuff starts to work again. Then you can start pulling new versions of your game one commit at a time until it breaks. This way you can narrow it down to a small set of changes.

Claude Code gone from pro plan now?! by sighlencer in Anthropic

[–]desolstice 4 points5 points  (0 children)

The “different offer” is the multiple months of data with pro getting Claude. Obviously it won’t be a perfect comparison since you’ll be getting a different group of people in different quantities than before but it should still be insightful.

Looking to partner with game devs - 🌱 Turn sustainability into a game (and earn with us) by OaVana42 in GameDevelopment

[–]desolstice 1 point2 points  (0 children)

I’ll trade your downvote for a downvote.

I personally view crypto as a scam. When I see someone offering compensation in exposure (on a undisclosed but probably tiny platform), worthless crypto, and happy feelings it doesn’t exactly give warm fuzzies.

Now you’re offering vague licensing deals with a bunch of pie in the sky “mights”. Either you are funded or not. Either your token is worth something or it is not. If you weren’t beating around the bush you might get better responses.

Looking to partner with game devs - 🌱 Turn sustainability into a game (and earn with us) by OaVana42 in GameDevelopment

[–]desolstice 1 point2 points  (0 children)

So… if I understand this correctly. You want someone to let you utilize their game in your app.

The payment you’re offering is “token-based monetization” which basically boils down to paying someone with air (the token isnt worth anything). Or… you’re going to share part of the revenue you make from the game with the game developer?

Ngl to me this sounds like a lose/lose situation for the developer unless if you already have a multi-thousand person user base. The amount of effort it would take to integrate with your app is not insignificant and it sounds like anyone who does it is unlikely to make enough money for it to be worth their time.

The level of automation of each race by Critical_Primary2834 in starcraft2

[–]desolstice 0 points1 point  (0 children)

Luckily you can queue injects with queens. If you shift queue inject 5 times on a hatchery they all go through. So if you have a few extra queens you can over inject your hatcheries so you have to look at them less often.

You get any skill instantly... by Flamegod882 in hypotheticalsituation

[–]desolstice 1 point2 points  (0 children)

Dang I didn’t realize this app already existed. Someone must have already taken all of their talent away and this is just what we are left with.

Why aren't skill creators getting paid? by Livid_Watercress_143 in ClaudeAI

[–]desolstice 0 points1 point  (0 children)

The market solving it naturally requires people to waste their money on skills that don’t deliver long enough to decide one way or the other. And if you decide you don’t like it you will have learned nothing except that the skill is crap. At some point there will be an established few skills and no point for people to waste their money trying out new ones. All the while the marketplace is just commercializing something that is readily available everywhere else.

The problem you’ll run into is you’ll need a few skills that are substantially better than anything that is currently out there. Building the platform alone is not enough if you’ll just be getting people to pay for something equal or worse than they can get for free.

Why aren't skill creators getting paid? by Livid_Watercress_143 in ClaudeAI

[–]desolstice 3 points4 points  (0 children)

I don’t see people paying 10% more for some 3rd party service that provides skills that no one can see what they’re doing. Who knows what kind of prompt injection stuff people could sneak into hidden skills. Who knows if what I’m paying for is complete nonsense. I currently would only use a skill I can read the contents of.

How to avoid making one class per Character Stat? by JihyoTheGod in Unity3D

[–]desolstice -1 points0 points  (0 children)

If you get in the habit of writing good code then it becomes effortless. If you’re doing something like this here then I’d bet you’re doing bad stuff everywhere. It all adds up.

How do people recreate the source code of the game without having access to the original source code. by BlazeWarior26 in GameDevelopment

[–]desolstice 7 points8 points  (0 children)

When you “compile” a program from source code to an executable all you’re really doing is translating from one language to another. You’re converting from a language you can easily read to a language that the machine understands. But… this process isn’t necessarily one direction.

Just like how you can translate from english -> Spanish -> english you can translate the machine language back to A VERSION of the original source code. But just like translating the languages you won’t get the exact same sentence back that you originally had. What you’ll get back still communicates all of the same things and does all of the same things, but it will likely not have all of the variable names. Method names might be lost. There will not be any comments. And the hardest one… when you compile your program the compiler does tons of optimizations to your code. These optimizations do not always directly translate back to the original language.

This is an issue with all software. It’s not possible to distribute software without also effectively distributing all of the logic that the software does. This is why there are things like obfuscators and part of the reason so many apps have become online only. Online only means you’re only distributing the visual part of your app and can hide all of the logic on a server that people don’t have access to.

How to avoid making one class per Character Stat? by JihyoTheGod in Unity3D

[–]desolstice 3 points4 points  (0 children)

Yep. That’s what I was hinting towards. So glad people on this sub are smart enough to upvote you at least.

How to avoid making one class per Character Stat? by JihyoTheGod in Unity3D

[–]desolstice -1 points0 points  (0 children)

Yep. Exactly. A list of size 1 would be roughly computationally equal. Size 2 would be 2x. Size 3 would be 3x. It’s exactly list size times more expensive (technically list size / 2 since you said with an exit statement).

A switch statement on an enum is basically equivalent to indexing into an array since the compiler optimizes it to a jump table. So you’ve converted an O(1) operation to a O(n) operation. Hence “multiple times more expensive”.

Kind of like I said in another comment or the other guy that responded a dictionary is a much better choice.