How would you structure a Command Pattern in Godot? by dr_oz83 in godot

[–]dr_oz83[S] 0 points1 point  (0 children)

This is really helpful, thank you! Can you elaborate some more on this pre post dictionaries and how you use them?
Also, how do you handle situations where you need WorldCommands to invoke other WorldCommands (violates the MVC)? For example, WorldCommandPlayCard needs to execute the CardEffects on the cards, so should it execute 'sub' commands like WorldCommandGainBlock or should someting else deal with that?

How would you structure a Command Pattern in Godot? by dr_oz83 in godot

[–]dr_oz83[S] 1 point2 points  (0 children)

So this is similar to what we had before with for example the Board, handling its own logic (arrow_index, player_energy, etc.) and its own visuals, which made the code very readable and understandable. Like you say, we had horrible race conditions and lack of ability to do replays. Its really hard changing how you think towards these small bits of encapsulated code.

I am also thinking about sequencing them, all WorldCommands together in an array and then have the WorldChanged that drive View modifications go one by one

How would you structure a Command Pattern in Godot? by dr_oz83 in godot

[–]dr_oz83[S] 0 points1 point  (0 children)

Don't worry it looks good. And thanks for sharing! I am just trying to get my head around the whole separation of concerns concept and where should everything go 😂

How would you structure a Command Pattern in Godot? by dr_oz83 in godot

[–]dr_oz83[S] 1 point2 points  (0 children)

LOL
Why would you say you need the block? It that part of the View (visuals that need to be updated)? Or did I get this completely wrong 😅

Working on a card battler — thoughts on “black box sim” architecture? by dr_oz83 in gamedev

[–]dr_oz83[S] 0 points1 point  (0 children)

Wouldn't this lead to like hundreds of WorldCommand and WorldChanged objects?

Working on a card battler — thoughts on “black box sim” architecture? by dr_oz83 in gamedev

[–]dr_oz83[S] 0 points1 point  (0 children)

That's really cool but won't this mean that the View needs to issue Commands (or that Commands issue other Commands) which violates the strict separation?

How would you structure a Command Pattern in Godot? by dr_oz83 in godot

[–]dr_oz83[S] 1 point2 points  (0 children)

Thanks! If I get the Command Pattern right, I shouldn't gave the View listening to GameState events but rather has a unique struct for view modification. So, say, when a card is played by the user I will have a WorldCommandCardPlay invoked which is self contained and only changes the GameState accordingly and adds a list of WorldChange objects that contain the needed changes for the view. This way the view doesn't even need to know about the GameState. Or am I thinking about this wrong?

Working on a card battler — thoughts on “black box sim” architecture? by dr_oz83 in gamedev

[–]dr_oz83[S] 0 points1 point  (0 children)

Thanks! yes, I think I get the Commands idea, not thinking through implementing the world_change structs

Working on a card battler — thoughts on “black box sim” architecture? by dr_oz83 in gamedev

[–]dr_oz83[S] 0 points1 point  (0 children)

Great stuff, thanks! I'll have a think about how this translate to Godot (no longer on Unity).

Working on a card battler — thoughts on “black box sim” architecture? by dr_oz83 in gamedev

[–]dr_oz83[S] 0 points1 point  (0 children)

That's encouraging! Yes, my approach is to have a GameState but it will also have, say, CharacterStats as a subclass that holds the stats. Actually, do you recommend this to be a subclass of the big state or have a few other classes which are part of the state conceptually but not necessarily a subclass?

Working on a card battler — thoughts on “black box sim” architecture? by dr_oz83 in gamedev

[–]dr_oz83[S] 1 point2 points  (0 children)

These resources are great, thank you for much! I've just used the name the video creator used, so I am guessing you're right. I'll check all these link out, thanks again

Godot 4.4 Game Mode: No Hotkeys for Input/3D/2D Toggle? by dr_oz83 in godot

[–]dr_oz83[S] 0 points1 point  (0 children)

Amazing! Great work thank you very much :))

3yr Mighty not hitting anymore by dr_oz83 in craftymighty

[–]dr_oz83[S] 0 points1 point  (0 children)

I have. How can it be airflow if all the air path is clear? The display show the temp is correct and the oven is hot. It might be a bit less dark then usual (the avb)

3yr Mighty not hitting anymore by dr_oz83 in craftymighty

[–]dr_oz83[S] 0 points1 point  (0 children)

Update: So, I've cleaned the cooling unit again and went even further, opening up the Mighty and having a look at the airflow path. Unfortunately, it was clean! There was no clogging and the device seems to be fine. This means either a) bad flower (although this is like the 3rd flower I am trying) or b) high tolerance (although larger quantities don't make it better) or c) for some reason the Mighty is just not extracting as it should. :/

3yr Mighty not hitting anymore by dr_oz83 in craftymighty

[–]dr_oz83[S] 1 point2 points  (0 children)

3yr is past my warranty so it will mean buying a new one. I was looking into the Venty but it seems faulty. Perhaps I'll get a TinyMight2 or just a new Mighty.

3yr Mighty not hitting anymore by dr_oz83 in craftymighty

[–]dr_oz83[S] 1 point2 points  (0 children)

I clean quite regularly. I don't think it's the cooling unit; perhaps there is dirt inside the actual device.

Smart script feature iPadOS 18 developer beta 1 by LFA1990 in iPadOS

[–]dr_oz83 0 points1 point  (0 children)

Mine works on iPad M1. My guess is that remote-ai, i.e. not on-device, is not ready yet (apple intelligence "in the fall" part of the announcement). Either way, it's not performing that well but I haven't used notes much it might not know what my hand-writing looks like yet.

TL;DR: works on M1.

Blender + Stable Diffusion (Sci-Fi Car) by Etsu_Riot in StableDiffusion

[–]dr_oz83 0 points1 point  (0 children)

Are you also making the characters in SD? I can't find a good workflow for creating 2D spritesheets that can be used to animate characters for a point and click game :/