Zykino

joined 3 months ago
[–] Zykino 2 points 2 weeks ago (1 children)

Why should I use a sudo alternative?

[–] Zykino 2 points 2 weeks ago (1 children)

-g is not documented, what does it do?

Note: this made me discover topless (SFW) and its Caveat section.

[–] Zykino 1 points 2 weeks ago (1 children)

From your example, I have a hard time inferring what is it doing.

[–] Zykino 3 points 2 weeks ago (1 children)

--single-branch

[–] Zykino 1 points 2 weeks ago

In this capitalist word? None of my boss would have allowed that. Hopfully working on a product for the good of peoples with special needs (almost medical stuff) get employes and managers invested for their client's well-being.

[–] Zykino 1 points 2 weeks ago

neither strictly nor strictly typed.

I think one of them should be "strongly", but I understood your point.

Thinking back, I don't have the doc easily accessible (on phone), but I think the C API state the type you want to read. Like get_int(smt, VALUE_INDEX, …), so at least in the C API, most of this should not be visible. Maybe only the SELECT 1 = '1' part (or others comparaison fully done in the SQL string)?

[–] Zykino 3 points 2 weeks ago

you can use that source along with something like a hash to keep them honest and prevent them from leaving you holding the bag when shtf. (ask me how I know this works. Lol)

I did not understood that part, so if you want to elaborate I'm curious.

[–] Zykino 2 points 2 weeks ago (2 children)

But they silently converted the string '1' into the number 1. So now in my same code, I want to select back my stringy '1' that I putted in the type affined INTEGER column.

And you are telling me its normal that I don't get it back ? Or maybe I'm misunderstanding something?

[–] Zykino 1 points 3 weeks ago

Most of the time the fix is: put quotes around your strings (especially when they may contains globing patterns). Sometimes its using newer syntax available in bash but not on the snippet.

[–] Zykino 1 points 3 weeks ago

I only have to "quotes" strings that contains globs. The rest mostly work or use the newer/recommanded way to do things for posix shells.

But I must admit, I only use it interactively. For scripts I #!/bin/{,ba}sh. I will use something else once it won some/most the distro preinstalls (either nu, elvish, fish, but for now it's sadly python).

[–] Zykino 1 points 3 weeks ago

Thanks to valve/proton, the biggest issue for playing on linux nowadays is the kernel level anti-cheat they force on some competitive games.

Other than that most of the games just work, especially if they were made in a common engine (godot, unity, ue, …)

[–] Zykino 3 points 3 weeks ago

The only AAA I play are Nintendo ones (and RTS/MOBA since its a niche genre and you need a community for PvP). Since quite some times already. But I only look out for indies, I love getting new experiences and gameplay.

And even when the gameplay is not new, the attention to details (gameplay wise) is at 1000% only on indies (Celeste, Hollow knight, Factorio, …)

22
submitted 1 month ago* (last edited 1 month ago) by Zykino to c/godot
 

I have been looking for a way to move non player entities on the map. For example I want cars to move around road, a parking lot, … I found way too many options without comparaison to see pro/cons. Is there a ressource telling which option is privileged?

I saw (in 2D, but I suspect all/most have their 3D equivalent):

Option My understanding
Path2D Very rigid path to follow (only saw used with tween). Can be nice to follow tracks, insert cubes in slot, … But when trying to have a more natural movement, with a bit of variety thanks to physic I don’t see how to do it.
AStar2D (and the AStar2DGrid variant) Robust algo known everywhere. Can add weight to connections. I suspect to make it work we have to give points to reach so we should "cover" the maps with points and link them together
NavigationServer2D Same as AStar2D but experimental, more automatic. Instead of specifying all the point we specify accessible zones. But adding weight to the connection is less obvious (using NavigationObstacle2D?) may be less customizable also?

Are there more options?
Is my understanding of each correct or completely wrong?
What is "the best" one (in Godot 4.3)? Like is there big performance drawback for some (at 100 entities there are lags or whatever)?

Keep in mind that I want my game as little as I can to understand how Godot/game engines work (I’m a developer so that part is easy, Scenes and Nodes choice less so), I don’t really care if using experimental feature means it disappear at some point or change behavior.

Edit: Just found out the official page explaining the different methodes.
So AStar is for grid/pathing on a set of points while NavigationServer can navigate to any point on the accessible area and uses A* as an implementation detail.

=> I think for my use case A* is better suited since I want to move on roads (that look like a grid with weight being the length).

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