livingcoder

joined 2 years ago
[–] [email protected] 4 points 3 weeks ago* (last edited 3 weeks ago) (5 children)

One way of solving this is to structure all of your nodes into a HashMap with the node ID as the key and the node type as the value. The underlying node type could have node IDs for referencing purposes. You lose the ability to reference the parent/child/sibling directly, but you avoid direct circular dependencies. That said, now you need to manage dangling references for when the node is removed from the main HashMap collection.

[–] [email protected] 23 points 4 weeks ago

For me it all depends on how often a project changes. If it's constantly in flux, I don't bother remembering any of it because I might not be the last one who touched it. The more you try to remember everything, the more wrong you become due to the successive work of your coworkers.

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

"Maintainable code and common patterns? But I prefer code-golfing my if-statements into one, long sequence of characters." -coworker standing atop the Dunning-Kruger peak

[–] [email protected] 3 points 1 month ago* (last edited 1 month ago)

There are so many ways to be a hero for those around you. Why end your life when you could dedicate your life to help those in need? When you feel at your lowest, remember that there is someone, right now, who wants to know and believe in you and who hopes that you could do your very best to help them and others.

This is intended to be motivating. Instead of leaving a hole in the world, you could become a role model for others.

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

There's a patent on the game mechanic?

googled it

Yup, that is crazy. At least it's only for another 11 years. Just think about how old you will be before you'll ever see that game mechanic again.

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

Which games are those?

[–] [email protected] 5 points 1 month ago (3 children)

That sounds really cool.

[–] [email protected] 6 points 1 month ago (9 children)

Thanks for the reply.

This seems like a great way to ensure that the player can't beat the level. I assume there's a maximum difficulty where the enemy is still possible to beat?

Also, when does the boosted difficulty reset for the level? After beating it? I am not a fan of frustrating games, so I can't even imagine playing a game like this without just quitting.

[–] [email protected] 7 points 1 month ago (12 children)

What is the mechanic? I've never played it.

[–] [email protected] 18 points 1 month ago

I hate that it came to this, after so many Rust devs left, but all I can say is "Good."

view more: ‹ prev next ›