Awri

joined 1 year ago
[–] Awri@programming.dev 2 points 1 year ago

Yes!! This so much, I was thinking of making a thread somewhere to talk about lemmy filters, better search to filter in, and auto hide to filter out undesirable content.

I would love if I could do that to usernames too, and comments and user blocks based on posts title/content.

We don't need tribalistic mods to babysit us, just let me moderate my own feed and automate my own space, personal keyword/regex for the win. :D

[–] Awri@programming.dev 2 points 1 year ago (1 children)

What's the win condition? Last post from this series I saw was about the spreading mold. Is the past events still relevant or does the chess board not matter anymore?

Move: any available chess pieces on the board realize the world outside of the board jump outside to capture the trapdoor, capture the table, and/or the zoomed out camera, cancelling out the meta narrative outside the board.

Let's zoom back on the board :D

[–] Awri@programming.dev 3 points 1 year ago

For me it's a different reason from other people.

I've had this idea of an overlay like rainmeter that works like a mini game for my twitch stream but the software didn't exist yet.

I just wanted pet slimes moving on my screen while I streamed, and I knew the technology was possible.

So I started with Python, pymunk (chipmunk physics), and pygame, realized that pygame couldn't do transparent windows, neither does TKinter, then Pyglet failed me hard with their messed up documentation and community so I ended up finally accepting I would have to use PyQt5 and it just worked until...

Using PyQt opengl widget I could achieve per pixel transparency and capture on OBS , I did click through and used a mouse library to track clicks outside the QT window, but then my new bottleneck became the pymunk library.

Handling physics was a nightmare because doing anything took way too much effort and that library loves to just crash stop and burn the runtime anytime it doesn't like something, for example anytime I removed shapes bodies or constraints that were already removed (multiple instances remembering each other and trying to detach separate) it would crash. Or trying to figure out which slime collision, because you can't easily put our take info from pymunk physics space, so I had to just iterate==everything to check which slime is touching what every frame and that is O^n which is not good.

Once I gave up on the increasing complexity and difficulty of these simple base systems I slowly troubleshooted my way into trying Godot. Video tutorials showed me that you can do transparent click through windows (unity and unreal cannot), you can do soft body easier with a much easier physics engine handling (probably the biggest reason at this point), and I never even tried the twitch integration but I already know it's gonna be easier too.

My actual game idea will require unreal as I love blueprints and specific features, but I also fell in love with Godot for anything else. ❤️

I can't wait to have 2D pet slimes in Godot, (if you think about it, slimes are actually just fantasy snails 🦠🐌👀)