Zykino

joined 4 months ago
[–] [email protected] 2 points 4 hours ago

From the article's own summary.

False Load Output Prediction and Speculative Load Address Prediction allow for data leaks without malware infection

But I guess "IA summary" did its best ¯\_(ツ)_/¯

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

Why should I use a sudo alternative?

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

-g is not documented, what does it do?

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

[–] [email protected] 1 points 3 weeks ago (1 children)

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

[–] [email protected] 3 points 3 weeks ago (1 children)

--single-branch

[–] [email protected] 1 points 1 month 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.

[–] [email protected] 1 points 1 month 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).

[–] [email protected] 1 points 1 month 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, …)

[–] [email protected] 3 points 1 month 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, …)

[–] [email protected] 3 points 1 month ago

I think some peoples developped an allergy to projects being (re-)written in rust. Not sure why.

[–] [email protected] 1 points 1 month ago

I don't know elvish, but I can't get into nu. It is too different than what I learned (bash). I'm not sure I understand what they want to accomplish… Maybe I'm not the target, I use the shell to start commands as a dev, not as a devops or data guy…

I also had a hard time using fish the first time I tried it. But since the version on Debian 10 I re-tried and now the only thing to know is "put the arguments in quotes if you want the command to do globbing". With that you can use 99% of the commands you find on internet as is.

[–] [email protected] 1 points 1 month ago

I used Kresus some times ago on a server. It was nice, but my bank don't play nice and it is not my thing to manage like that.

It should auto import and… I did not follow developments so don't remember the functionalities.

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submitted 1 month ago* (last edited 1 month ago) by [email protected] to c/[email protected]
 

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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