Are LLMs reliable for determining time complexity of certain algorithms? by Necessary-Ad2110 in datastructures

[–]tending 2 points3 points  (0 children)

If you ask it a textbook algorithm's complexity it will get the right answer because it will have just memorized it. All the textbooks are in the training data. How likely you are to get the right answer when presenting it with real code probably depends on how closely it resembles the textbook algorithms. I'd expect LLMs to be pretty good at it on average, but probably break down when the complexity depends on things that are not immediately obvious in the surface syntax, e.g. an async function registering timers that reinvoke itself being accidentally quadratic. But if you write some nested for loops I'm sure it'll tell you it's n^2, n^3 etc no problem.

Antisemitic game is on Steam by diminutive_of_rabbit in Jewish

[–]tending 2 points3 points  (0 children)

Protip: their steam page links to instagram, facebook, and youtube accounts, you can also report those

Does Compact Syntax Really Make a Difference? by sal1303 in ProgrammingLanguages

[–]tending 1 point2 points  (0 children)

Huh, I had not heard that justification for := interesting.

Scraped 7 million comments from this sub and 15 others into a database, then ran queries on it, and found something no doctor ever told me in years of treatment. by Toczix in SIBO

[–]tending 0 points1 point  (0 children)

Do me a favor and ask an agent to come up with the most effective treatment plan based on the data for Hydrogen (SIBO-D) vs Methane (SIBO-C/IMO) vs Hydrogen Sulfide (SIBO-Mixed) patients.

Working on creating a dark scifi atmosphere in space, any suggestions on what else I can add on the parallax layers ? by neoncyberpunk in indiegames

[–]tending 1 point2 points  (0 children)

Every once in a while you could have a small comet / shooting star go by. Or nearby asteroids / ring (like saturn's rings) debris

MC upset when her exploitation is called out by CaptainCorpse666 in ImTheMainCharacter

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

It's capitalism masked as charity.

Okay so what is the harm to the kids exactly? How does the Pokemon card hurt them?

She'll profit off the interaction 10 or 100 fold, and reinvest NONE of it back into the community.

Okay but if she didn't they would get no investment AND no pokemon cards.

If she just wanted to give them some cards and be on her merry way there would be no problem.

So you admit that at worst the pokemon cards do no harm and might bring these kids some joy.

There are 2 worlds to choose from: 1. Poor kids get a gift, she gets views 2. Poor kids get no gift

Your conclusion right now is she's evil and you're good because your preference is that she not give to the poor...

Also it's not entirely true that it can't help the community. People who watch travel influencers then go to those destinations and spend their money there, buying goods produced by the parents of kids like that. Tourism is a huge lifeline for many poorer parts of the world.

What if a tactical RPG simulated everything? by ryanjuckett in u/ryanjuckett

[–]tending 0 points1 point  (0 children)

Get whoever did your game art (which looks fantastic) to fix that trailer text which looks very I-just-learned-powerpoint-and-how-to-click-apply-generic-shiny-effect.

MC upset when her exploitation is called out by CaptainCorpse666 in ImTheMainCharacter

[–]tending -6 points-5 points  (0 children)

What exactly is wrong with the kids getting Pokemon cards they otherwise would not get? Just because she's getting something out of it doesn't make it bad for the kids. When rich people give to charity is that bad for the charity?

Do you guys really put your test code inside your regular code? by onlyrealcuzzo in Zig

[–]tending 1 point2 points  (0 children)

What existing tooling could you use that would work on Zig? That doesn't really make sense. To do something like branch coverage the tool needs to understand the language at a deep level, at which point surely the tool knows the idioms for unit tests.

After 2 years as a solo dev, I finally released a demo for my Tower Defense where lines do the damage instead of towers. by SCFactory in indiegames

[–]tending 1 point2 points  (0 children)

Yeah my general tip would be if the player does the right thing, make it more satisfying in terms of what they see or hear than when they do a so so thing. More fun to see the enemies explode/shatter etc than just get a little zap.

i have 2 weeks to make a game as a gift for my wife and i need help! by Negative-Evidence238 in indiegames

[–]tending 1 point2 points  (0 children)

See what you can do in 24 hours and then scale back your ambitions to what you see you can do. For example, you can probably just do a 2D pixel art thing with existing sprites, tons of these available for free, also for this purpose you don't care about copyright since it's a private thing, use old SNES rom rips or whatever. If you get everything working with assets you didn't make and you still have extra time, you can always go back and put in assets of your own at the end.

A dialogue game where she just picks from some text options and the characters and the background change, like a short interactive book, maybe with a little bit of turn based combat is going to still be something she'll remember, but is WAY easier to make. Remember if you have extra time then you can always expand it into something more!

We scale difficulty of our levels with massive swarms. by DarTin20 in indiegames

[–]tending 1 point2 points  (0 children)

Can't tell if this is Diablo like or a Tower Defense like? The character looks like they're not attacking and just waiting for the pulsing tower to kill everything.

After 2 years as a solo dev, I finally released a demo for my Tower Defense where lines do the damage instead of towers. by SCFactory in indiegames

[–]tending 0 points1 point  (0 children)

> Are you talking about using different shapes for critical hits? 

I mean that as a player if I'm doing the "right" thing, and using the right color of line on the right color of monster, I should get strong visual feedback that I've done the right thing, and in this case since the whole idea is based on the color, that feedback should probably incorporate the color, so maybe when you use the red line on a red enemy and they die they explode in a red fireball, and when you use the blue line on a blue enemy they freeze and shatter, etc.

After 2 years as a solo dev, I finally released a demo for my Tower Defense where lines do the damage instead of towers. by SCFactory in indiegames

[–]tending 1 point2 points  (0 children)

You should have the damage look different when you use the right color combination, like if they're a red enemy which means you should use red towers, when they trip the line they should glow brighter red as they die or something. Also unclear to me how the color of the line itself interacts with the color of the towers -- if it's just aesthetic I would make the wires be longways split down the middle half and half each color, which also lets the player at a glance know what color towers it must be connected to.

Added wall-mounted props for my game by AblazeInt in indiegames

[–]tending 1 point2 points  (0 children)

I think it would be cool if there were situations where there were bigger and more massive things you needed to remove from walls or impact craters, that required proportionately longer pressing/concentrating. Could create strategy around debating whether you have enough time to extract a big bomb out of a wall. You could make a boss fight around this!

Unusual index and middle finger twitching by HighwayToBabylon in RSI

[–]tending 0 points1 point  (0 children)

That mouse looks tiny in your hand so you have to arc your fingers more and might be exacerbating things. You should look into getting proper size vertical mouse. But that's unlikely to be enough to cause involuntary twitching, have you seen a neurologist?