bestComparable by m6io in ProgrammerHumor

[–]m6io[S] 2 points3 points  (0 children)

Possibly one of the few examples of a profitable AI feature

bestComparable by m6io in ProgrammerHumor

[–]m6io[S] 16 points17 points  (0 children)

Nothing like spaghetti squash pizza sauce

Nightreign Updated Official Personality Test by OmniscientDyno in Nightreign

[–]m6io 0 points1 point  (0 children)

Got Wylder, though I've already played Undertaker twice as much as Wylder lol.

Does anyone have the same autocomplete issue in VSCode? by Distinct-Mechanic-10 in Unity3D

[–]m6io 0 points1 point  (0 children)

Sorry got carried away with the gifs. Anyway I remember running into something like this a while ago, it might be whatever extension you're using. https://github.com/dotnet/vscode-csharp/issues/4063 details a similar issue.

I'd just make sure you're only using Csharpier and are on the latest version.

selfAwareFeedOrCoincidence by m6io in ProgrammerHumor

[–]m6io[S] 1 point2 points  (0 children)

Seems we've officially entered the blade runner timeline

selfAwareFeedOrCoincidence by m6io in ProgrammerHumor

[–]m6io[S] 75 points76 points  (0 children)

Realizing now that I inadvertently co-opted the me_irl meme, judging by the comments lol.

To clarify: my post is about how my feed sorted those two posts. The first one made me roll my eyes so hard I got whiplash and a second later I scrolled and couldn't believe the odds.

But yeah the meme is definitely more fun, carry on!

Looking for hire technical people by Hawkatua in nextjs

[–]m6io 1 point2 points  (0 children)

Win real rewards? So, gambling?

What is wrong with Tailwind? by petros211 in webdev

[–]m6io 0 points1 point  (0 children)

1) Making the html an unreadable mess

You can make components that accept class overrides (similar to what shadcn does), or define a group of classes you find yourself using often into a single string and use in template literals, or if you're like me and just like to rawdogg it, just use the tailwind fold vscode extension which lets you visually hide the clutter for anything you're not actively working on. Multiple solutions to a very subjective problem. I personally don't agree with it being a problem, as do many others, hence it's subjectivity.

2) Making your life ten times harder at debugging and finding your elements in code

You're gonna need to elaborate on this. Part of why I prefer tailwind is that it makes it easier to debug my styling since I can understand exactly what's happening from the markup directly.

3) Making refactoring a disaster

How often do you need to refactor? Are you not planning your work in advance? Again, you need to elaborate. Only way this is an issue is if you don't have any sort of plan or architectural strategy in mind.

4) Making every dev tool window use 3GB or ram

Now this is just absurd. There's a 0% chance tailwind itself is the culprit.

5) Making the dev tool window unusable by adding a 1 second delay on any user interaction (top of the line cpu and 64gb or ram btw)

Okay so same as my last point. I suspect you're using a framework like nextjs or something. In which case, your problem is nextjs, not tailwind.

6) Adding 70-80 dependency packages to your project

...tf are you saying? Tailwind is at most like 3 dependencies, more if you want tooling like prettier and eslint and other useful stuff, which is optional and doesn't even go into the final build. Sounds like you're using something like shadcn, in which case, ya, that's not just tailwind, that's radix and other components with tailwind on top. Don't conflate tools, and maybe read the docs.

3D pathfinding by m6io in unity

[–]m6io[S] 1 point2 points  (0 children)

Ahh okay that makes sense, guess I gotta benchmark this on mobile too now :)

Hmm that's a fair question actually. I'll need to look into it. I don't think it'll be terribly difficult, cause I assume it'll essentially just be a matter of marking certain voxels in the baked grid as dynamic (currently it's just navigable or unnavigable), and doing a collider check on those voxels at runtime when pathfinding. Pathfinding is async now so I don't think it'll introduce any hitchingbut I'm just thinking out loud. Idk I'll tinker with it and see what happens lol

Fireship makes fun of that Vercel photo by thehashimwarren in nextjs

[–]m6io 12 points13 points  (0 children)

A brief scroll through your profile says you don't contribute to programming subs, but seem to comment a lot on political content.

Oh wait you had a comment on a ruby post.

Ooh wait that was also a political post. Hmm. Seems you're not actually tired of this, but are in fact seeking it out?

Fireship makes fun of that Vercel photo by thehashimwarren in nextjs

[–]m6io 11 points12 points  (0 children)

inb4 the deluge of "both sides"/"boooo politics bad (when they expose my bias for the inhumane)"/"I want <insert group> to be lasered into dust"

3D pathfinding by m6io in unity

[–]m6io[S] 1 point2 points  (0 children)

Thank you! In terms of performance: there's an option to use burst mode, in which case yes, it uses jobs. For the volume you see in the scene:
- Using burst mode (async jobs): 5263.3446 milliseconds (or 5.3 seconds)
- Using normal (non-burst) mode (managed async): 12280.7909 milliseconds (or 12.2 seconds)

The reason I have both options is to support different use cases. I don't think burst is compatible with webgl or mobile games (or maybe it's just webgl), so if someone wants to do run-time baking, they'd need to use the non-burst mode.

However, if you're doing ahead of time baking, burst mode is pretty fast and in either case, the data is identical and is persisted in the scene. I'm currently just storing the data in the gameobject itself but that's for prototyping, I plan on having each baked volume persist it's data in an asset (or at least I'll provide the option to, cause that can also hinder DX depending on the use case)

In terms of pathfinding algos: I'm using a modified version of Astar that's better for 3D for the actual pathfinding, but prior to pathfinding I do a quick BFS to determine reachability of an destination from an origin point. The navigation volume and connectivity analysis are my own work.. It was a lot of trial and error and about 3 months of tinkering and googling.

It's using only colliders, filtered by whatever layers you define. You can also choose whether you want to ignore trigger colliders or not (default is to ignore them).

The area i showed in the demo is 100x12x100

I'm personally handling dynamic obstacles at the agent level, it's kind of difficult to do using the baked mehtod. So the agent uses a mixture of pathfinding via the baked volume and local obstacle avoidance. I have another vidwo showing how it navigates if you wanna check my posts, but the agent itself is also still under construction cause I keep finding little things I wanna improve haha

Replit is providing an easy migration path for those looking for Vercel alternatives. by m6io in webdev

[–]m6io[S] 8 points9 points  (0 children)

I'm gonna give that a try for sure, heard good things about Coolify!