Comment on: Python: Why is this evaluating to True?
!= means "anything but this"
= means "this"
Comment on: spitball me some advice on a build idea for voat
it don't post, it reads instead
spitball me some advice on a build idea for voat
1 0 comments 22 May 2019 13:15 u/theoldones (self.programming) in v/programmingComment on: how do i go about tinkering with the unity engine to turn it into a custom engine to my liking?
it helps to know the scripting end should cover this stuff though. thank you.
Comment on: how do i go about tinkering with the unity engine to turn it into a custom engine to my liking?
sounds doable.
i suppose i'm asking more for the physics math then the script or engine end, but that's probably escaping into another information category
Comment on: How to make your game run at 60fps
from my own testing, the biggest things that eat up your framerate ive found are:
-how many tiny objects are doing the exact same thing? can they be rigged up to call to one single object doing certain actions to save up computing power?
-what actions are being called every single, frame that can instead be called only once or at certain times within the script?
-is there a large pile of if statements that can instead be swapped out with a switch setup?
Comment on: how do i go about tinkering with the unity engine to turn it into a custom engine to my liking?
is there some good guides out there on calculating complex gravity from multiple sources?
Comment on: how do i go about tinkering with the unity engine to turn it into a custom engine to my liking?
okay cool, i'm already working at the scripting level
Comment on: how do i go about tinkering with the unity engine to turn it into a custom engine to my liking?
i'm wondering if i can play around with spatial matters of time and space a little easier
IE teleporting objects around, changing aspects of time within the game, tweaking gravity and physics, more direct control of lighting and object properties, etc
basically stuff you'd see in non-euclidean trippy level design
at the very least assigning object locations with a few less assembly references needed would be nicer
how do i go about tinkering with the unity engine to turn it into a custom engine to my liking?
1 0 comments 11 Mar 2019 03:12 u/theoldones (self.programming) in v/programmingComment on: how to take one bool in a large C# set, and compare it to the rest of the set to know if a duplicate result pops up?
the cursor is moved with keys, and is a cursor. move consideration is one use for it, yes
i'll try adding another dimension here and looking at the right coordinates then
is there a way to overwrite everything to null, for when i clean and reset the board?
Comment on: how to take one bool in a large C# set, and compare it to the rest of the set to know if a duplicate result pops up?
i have:
-2 variable sets tracking each board axis with bools
-the board has a cursor that tracks its location and uses the previous to get a location
-each piece has it's current axis stored with an integer in 2 other sets
-various script modules for placing pieces, can check to see if the square is occupied, but not by what
somehow i need to go from:
cursor location --> check to see what occupies this spot --> get an integer that tells the system the piece
how to take one bool in a large C# set, and compare it to the rest of the set to know if a duplicate result pops up?
1 0 comments 01 Mar 2019 05:59 u/theoldones (self.programming) in v/programmingComment on: decided I had to start somewhere
without telling you exactly how, and leaving you to figure that out for yourself, here are some fun/useful ideas to make:
-build a working in-script clock which can run in real-time, and works off a rising script number. this lets you tap into timing. if you time this to the rotation of an indicator, you can even build working "clock hands", up to and including the sun in a realistic planetary simulation.
-make a script that can evolve/learn on its own, which runs off several float numbers tweaked by random generation + external triggers. IE the numbers are the attribute, figure out how to change the attribute, thus literally achieving evolution/learning.
-make 2 scripts which can symbiotically call to and edit each other. this lets you break script functions into slave objects versus master controllers, etc.
-can you get many different and varying scripts all grabbing information off of a central script/object, whose only role is being an information repository?
Comment on: decided I had to start somewhere
got any projects you want to do in particular? some of us might have built similar things
Comment on: What do you use for modeling projects?
modelling what part of it to be specific
Comment on: What do you use for modeling projects?
3d modelling? blender
Comment on: TempleOS with its holyC programming language has the potential to replace the behemoth OS's we use today.
i'd play around with it, but i have my reservations on fucking directly with the christian god
Comment on: Microsoft will lose developers for a generation if it stuffs up GitHub, says future CEO
the new gen of game designers here, will be alt-right and be hailing the fourth reich.
Comment on: did an exciting coding thing on the game im making, wanted to share
each tiny screen runs from one shared activation radious variable. when you are near a screen thats valid for selection (an int "unlock" tracks the current unlocked game level. cant visit a higher level, cant revisit any lower levels already completed), an E icon will appear. hitting e activates the screen, thereby changing the destination of the teleporter elsewhere in the level
its a level menu, but its also NOT a level select menu because your pushing real screens and have to walk around
fuck off shillkike