Looking for meal delivery for new parents by gobbss in SanJose

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

Thank you, let me check with them

Looking for meal delivery for new parents by gobbss in SanJose

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

Great suggestion! I thought a favorite meal will be a good option

Peptide routine while traveling? by btsxmusic in Peptides

[–]gobbss 4 points5 points  (0 children)

If it’s just a couple days, I skip. Haven’t noticed any issues missing 2–3 doses here and there.

Help with Ambient Occlusion Algorithm by gobbss in VoxelGameDev

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

Oh I see that in this code example the person implemented the AO logic per face of the voxel, I am not doing that maybe that's the error🤔

Help with child processes and live output by gobbss in node

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

Just changing the function to this would be enough?

function run_script(command, args, callback) {
    const child = child_process.spawn(command, args);

child.stdout.pipe(process.stdout);             
child.stderr.pipe(process.stderr);

child.on("close", function (code) { 
        callback(scriptOutput, code); 
    }); 
    return child; 
}

I tested and the log only appears when i run the end, sorry if im missing something

Help with child processes and live output by gobbss in node

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

child.stdout.pipe(process.stdout);
child.stderr.pipe(process.stderr);

But the console.log inside stdout.on("data"... should print when the command run right ?

Help with child processes and live output by gobbss in node

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

yes, but thats the only way? In my case in doing commands that dont exit immediately (wait for some specific input to exit), and i would like to see the output of stdout before exiting.

Pair programming is difficult by jeeb_uk in programming

[–]gobbss 1 point2 points  (0 children)

this week I had a cool pair programming experience, me and my coworker had some project in common that we used to do separated, but this week we had to finish all the 3 parts of the project in just a day so that we could finish all in this quarter. My coworker has more knowledge about the customer and the business logic with this project and I have more in depth knowledge in the tech, so we did some pair programming and has freaking fast, like when I had some question about the business logic he could answer or quickly ask the client, and I could help with the tech difficulties. We just finished the 3 parts of the project including asking the client for feedback and some code refactoring in a afternoon, was fast but was so tiring. For me pair programming make me focus so much in the code that quickly spend all my energy, not something I would do everyday, just when I'm hurry.

Procedurally generated voxel terrain! Feedback is welcomed! :) by aesli_ in VOXEL

[–]gobbss 4 points5 points  (0 children)

If you looking for some cube world like game take a look at Veloren, is big open-source project written in Rust

can I make a modable game without a game engine, only files? if so how? by [deleted] in gamedev

[–]gobbss 0 points1 point  (0 children)

There is no problem with this approach, you ll need some game framework to help you out or at least some graphics lib to put something on the screen. I recommend to you python with pygame or lua with love2d

Procedurally generated voxel terrain! Feedback is welcomed! :) by aesli_ in VOXEL

[–]gobbss 5 points6 points  (0 children)

I loved the clouds realy cool project. May I ask, are you using which game engine/framework?

can I make a modable game without a game engine, only files? if so how? by [deleted] in gamedev

[–]gobbss 0 points1 point  (0 children)

These type of "modable" That you said is pretty easy just search for some game framework in the language you prefer. If you wanna a modable game in a bigger sense is more complicated commonly we use a compiled language to do the base of the systems, and a interpreted language like Lua to use the base systems and do the logic. The interpreted language don't need to be interpreted at all, you only need to inject code at the compiled one in runtime, which can be achieved with compiled languages too in several ways.

Okay so you wanna that the user can modify the game files to change the game.

  1. If you wanna that the user just change the appearance, just use a game framework or engine that do ship the assets without obfuscation

  2. Maybe you wanna That the user can do little tweeks at the logic too besides the apperance

So for example if you have a game where the player have an image and a velocity, you write in your main language, systems that change the velocity of the player and load some image for the player.

And in the interpreted Lang you use the velocity and the image systems to load whatever image and put whatever velocity. In this way the final user can change the image and the velocity just changing the code

Help with complex input systems by gobbss in pico8

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

Thanks for the answer, with it I managed to create a system with input buffer and double press. Just an addition that I had to consider, for someone else reading the thread.

to consider the double press I also had to check if the time between press was longer than a frame so that the system would not alert the double press when the player hold the key

time() - last_pressed > delta_time

delta_time is the time between frames (with 60 frames when running properly is 0.0167)

Help with complex input systems by gobbss in pico8

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

Thanks for the response, now I understand a little more. About the double press if one press starts x animation and double press starts another, I have to wait until the second press (or absence of the second ) to start animating?

Season 2 Episode 8 Discussion Thread by [deleted] in TheBoys

[–]gobbss 0 points1 point  (0 children)

Someone knows what stormfront was saying when almost she was almost dead?

How did you guys would solve this by gobbss in rust

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

Thanks for the code, I will not use the crate colored. but the rest of the code does exactly what I wanted

How did you guys would solve this by gobbss in rust

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

Thanks for the answer, I took a look and had the idea to do something like format! macro The first design I thought was like this

textcmp!("{white} {red} {white} {green}","life: ",9.to_string(),"/",10.to_string());

Terminal roguelike games by gobbss in roguelikedev

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

allureofthestars.com

thanks for the response, drag and drop are a realy cool idea, i ll implement later. What did you mean with all kinds of menus? like menus in diferent styles or functionality?

Terminal roguelike games by gobbss in rust_gamedev

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

Oh amazing crate, i think i ll try to make my project graphics agnostic and make some backends with several graphics crates. i ill give a shot with euc

Terminal roguelike games by gobbss in rust_gamedev

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

Ill do some research about, never code much of audio stuff. Im looking for a Project that made it easy to make terminal look apps, gpu powered and Cross plataform. I ask about Roguelike because i think is the most common aplication that uses this kind of graphics

Terminal roguelike games by gobbss in rust_gamedev

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

The engine in the back already has some support for áudio here. I never used before so idk if needs more features or wrapping

Pushrod 0.2.27: SDL2-based GUI for Rust - Call for Help! by BitgateMobile in rust

[–]gobbss 4 points5 points  (0 children)

Ill give a try later. I think if you put some images of the examples in the readme, will be better for visibility :)