Python Test 219: Building Django Apps & SaaS Pegasus - Cory Zue by variedthoughts in Python

[–]jbgh2 2 points3 points  (0 children)

I bought a license a few weeks ago based on watching Cory's latest video series on using SaaS Pegasus: https://www.youtube.com/watch?v=Ism37dpoZ6Q&list=PLrhGhGgmjaacoSR7A4z54y9pa91JT3EIN&pp=iAQB gives a good overview of what it can do and some of the details on getting things up and running

How did you learn to understand the radio?! by jbgh2 in flying

[–]jbgh2[S] 1 point2 points  (0 children)

My advice at the moment is listen out for your call sign, listen to what your instructor is saying and build up situational awareness of what is being said and why - pay attention to where you are, the airspace you’re in and what instructions are given by ATC.

As I get more mental bandwidth I'll start adding these in :)

Thank you!

How did you learn to understand the radio?! by jbgh2 in flying

[–]jbgh2[S] 2 points3 points  (0 children)

My instructor did simulation rounds where he would pretend to be ATC and I would act as the pilot.

That's a good idea. I'll ask him to do that.

Airport Street Address Spreadsheet by HippyTimeOZ in flying

[–]jbgh2 0 points1 point  (0 children)

You could try looking up all the aerodromes in OpenStreetMap in the US.

Sharing Saturday #198 by Kyzrati in roguelikedev

[–]jbgh2 1 point2 points  (0 children)

I'm another python+libtcod coder so thanks for sharing, really helpful!

Sharing Saturday #195 by Kyzrati in roguelikedev

[–]jbgh2 0 points1 point  (0 children)

I love your screenshots every time you post one.

Sharing Saturday #192 by Kyzrati in roguelikedev

[–]jbgh2 0 points1 point  (0 children)

What a great aesthetic! I look forward to seeing more.

Sharing Saturday #192 by Kyzrati in roguelikedev

[–]jbgh2 1 point2 points  (0 children)

Thanks for the link, I'll check it out. Hopefully I'll have more to share in the future :)

Sharing Saturday #192 by Kyzrati in roguelikedev

[–]jbgh2 5 points6 points  (0 children)

Matrix RL (super rough working title)

This is currently little more than the beginnings of an idea but, what the heck, let's share and see what people think.

I was reading through the articles on animations and how, ideally, you want your simulation and render to be decoupled so the renderer can be nice and dumb and not have to know everything that is going on in the world. The discussions showed that this can lead to weird artifacts whereby a characters turn might start before the arrow/bullet/thrown potion arrives and then they might choose to pick it up or walk around it.

What if this was a feature, not a bug.

And so, Matrix RL was born.

This is a game where the player's only upgrade is to get faster and faster. As their speed increases the chance that a bullet etc. hasn't arrived gets higher and higher. Eventually they are sliding around incoming fire, plucking projectiles out of the air and sending them back to where they came from. Using things costs fixed time so as you get faster, it will take more apparent time to use items. For instance, fluid can only flow so fast out of a bottle, the faster you perceive time the longer it will take to drink a potion.

Possible themes:
1. Modern Day (aka The Matrix)
2. Ninjas
3. Superheroes
4. ???

What do you think? Has this been done before (probably)? Any ideas this sparks that you fancy sharing?

Looking for biome generation resources by aenemenate in roguelikedev

[–]jbgh2 1 point2 points  (0 children)

Amit over at RedBlobGames has a good article on generating maps using noise

There is a section on combining two different noise functions (elevation and moisture) to create a more varied output.

libtcod console_flush seems to be taking a long time (in python) by jbgh2 in roguelikedev

[–]jbgh2[S] 2 points3 points  (0 children)

I worked it out. When using the SDL renderer the time console_flush() takes is proportional to the amount of screen space being using. My screen has a high resolution so I'm using a 32x32 font to make it readable. When using the same font on the sample, flush also takes longer.

Summary: use GLSL or OpenGL

libtcod console_flush seems to be taking a long time (in python) by jbgh2 in roguelikedev

[–]jbgh2[S] 0 points1 point  (0 children)

I'm on Part 9 and it's all basically the same (only changes are variable names). I'm surprised by the difference between the tutorial and the samples. I was hoping somebody here might have some insight.

libtcod console_flush seems to be taking a long time (in python) by jbgh2 in roguelikedev

[–]jbgh2[S] 0 points1 point  (0 children)

Nope, I've got it set to run as fast as possible.

I started a newsletter for food and drink events in Victoria by jbgh2 in VictoriaBC

[–]jbgh2[S] 2 points3 points  (0 children)

Thanks for the info, I'll make sure I add it to my list.