Zykino

joined 6 months ago
[–] [email protected] 2 points 1 week ago (1 children)
[–] [email protected] 2 points 1 month ago

I'm with the others: fd default syntax is easier to remember.

And for the interactive search I'm using skim. With it I cd to the dir I want and Alt t to trigger fuzzy finding. There are also bindings to search for dir or in the history. The neat part is that results are inserted as is in the command line, no need to xargs or copy them. It also make the history look like I always know where the files I want are when in reality they are just fuzzy-found

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

I'm using helix with arrows. On a standard layout its not so great, but on my main keyboard I have a layer with arrow keys near hjkl. So I can use that on all software even on my BÉPO (DVORAC like) layout.

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

Why should I use a sudo alternative?

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

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

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

--single-branch

[–] [email protected] 1 points 3 months 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 3 months 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 3 months 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 3 months 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] 5 points 3 months ago

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

21
submitted 4 months ago* (last edited 4 months 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).

view more: next ›