CptBread

joined 1 year ago
[–] CptBread@lemmy.world 9 points 1 week ago (1 children)

IIRC for a some handguns this could actually work as long as you are actively pushing. Because if the barrel moves back a bit it will be out of battery blocking it from even firing.

[–] CptBread@lemmy.world 3 points 2 weeks ago (1 children)

Googling about sentencing for assault I found this "A person who uses violence against another shall be punished by imprisonment for not more than two years, a fine not exceeding 5 million won, detention, or a minor fine."

So in that context 3 years being a 50% increase over the otherwise 2 year maximum seems fair enough to me.

[–] CptBread@lemmy.world 26 points 1 month ago* (last edited 1 month ago)

Memory leak

Destructor

Dynamic dispatch

Execute

[–] CptBread@lemmy.world 8 points 2 months ago (1 children)

Not really. Unsafe doesn't allow you to sidestep the borrow checker in a decent way. And even if you do it the Rust compiler assumes non aliasing and breaking that will give you loads of unexpected problems that you wouldn't get in a language that assumes aliasing...

Testing something that only has side effects to the local scope is probably not too hard but that isn't the most common case for gameplay code in my experience...

Going through another language basically has the same issues as unsafe except it's worse in most ways as you'd need to keep up to date bindings all the time plus just the general hassle of doing it for something that could have been a 10 min prototype with most other setups...

Now sure it's possible that I would have better result after doing even more rust, especially with some feedback from someone who really knows it but that doesn't really change anything in just general advice to people who is already working on something in C++ as they likely won't have that kind of support either.

[–] CptBread@lemmy.world 14 points 2 months ago* (last edited 2 months ago) (6 children)

I'm a gameplay programmer who have worked with Unity and Unreal and I've experiment with Rust for gamedev(though only for hobby projects) and for regular code. My conclusions so far is that Rust sucks for gameplay code, for most other things it's kinda nice.

The biggest reason is that it's much harder to write prototype code to test out an idea to see if it's feasible and feels/looks good enough. I don't want to be forced to fully plan out my code and deal with borrowing issues before I even have an idea of if this is a good path or not.

I would say though that because you are using ECS stuff it is at least plausible to do in Rust but at least for my coding/development style it still isn't a good fit.

[–] CptBread@lemmy.world 4 points 3 months ago (2 children)

An AI model could be seen as an efficient but lossy compression scheme, especially when it comes to images... And a compressed jpeg of an image is still seen as a copy so why would an AI model trained on reproducing it be different?

[–] CptBread@lemmy.world 10 points 3 months ago

The non polished nature of memes is better if you ask me... Makes it feel more approachable and almost begs you to do a version on your own...

[–] CptBread@lemmy.world 3 points 4 months ago (1 children)

With the plane near the drones the connection can be purely by line of sight communication which practically can't be disrupted.

If we imagine an all out war against a near peer opponent remote control from a drone base is a lot harder to do.

[–] CptBread@lemmy.world 4 points 4 months ago (3 children)

Harder to disrupt communications?

[–] CptBread@lemmy.world 4 points 6 months ago

One does not simply fall asleep (insert Borimir picture)

[–] CptBread@lemmy.world 4 points 9 months ago

Tried playing with official Uno rules over Christmas and they suck. The house rules we played with were a lot quicker and there where more up and downs as you could fall behind quicker butt also catch up quickly.

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