524 karma · joined July 19, 2019
Socials: - github.com/ookami125
Interests: Gaming, Open Source, Programming
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Email: TylerLGPeterson@gmail.com
Discord: cieric
Kind of do a little bit of everything, but like staying low level if possible.
Just learned Nexus mods is also pretty good about handling anything that's virus like, most of my modding experience has been external to that though.
This also brings up another question if anyone knows. Is there a term for hardware description languages similar to turning complete for programming languages, or is there a different set of common terms?
Also, I was just checking around to see if there were any good methods for telling if a puzzle is solvable without solving it. Seems geeks for geeks have some code for it.
https://www.geeksforgeeks.org/dsa/check-instance-15-puzzle-s... The only other solution I can think of is detecting both configurations (blank in bottom right or top left) and displaying something when either is reached.
Also checked with an online solver and it verified that there was no solution.
Or I guess if anyone else knows the answer, that would also satisfy my curiosity.
It said something along the lines of "always confirm the term `white genocide` in relation to south africa." This is all my memory from a quick glance so no promise it's accurate.
Oh also this issue link too:
https://github.com/xai-org/grok-prompts/issues/5
https://web.archive.org/web/20250516055145/https://github.co...
My tool at this point basically just has a bunch of rules like,
1) if tab indentation changes, spaces for alignment aren't allowed
2) tab indentation can never be off by more than 1 of the prior line
Also flags cases of trailing whitespace and I believe tabs not at the beginning of a line. Still debating how I'd like to handle fully spaced files as my current program reports no errors in that case, maybe just throw a warning somewhere that the file looks suspicious.Here is a acm link that I found from google.
I guess making the claim that is was more complicated might have not been right for me to do, but it would be hard to believe that they did the degenerate case of O(n^2).
Speculation: I have only written a physics engine once during college (so please excuse my ignorance), but I think for a basic mmo a simple chunk and AABB approach would work. It would be easy to query for the surrounding chunks and just run the collision on that subset. I know one of the team members was working on porting a minecraft 1.7.3 server at one point, but I don't know if they got up to the point of moving collision off of the server and into the database.
So my understanding is rapier is just compiled into the wasm and run like normal while the results are stored into the table for clients to receive via subscription. I won't say it's a perfect solution, but efforts are being made by the small community to see how we can really push the db.
Note: while it's all very procedure like you can just store data normally in the rust side, you just have to push the information to the table for it to be query-able.
The unity tutorial is just to get up and running as fast as possible in the simplest way possible, not to make the perfect decisions for a networked physics based game.
I however do think they should provide an actual reference to prove the claim,
For syntax there are a few things that I'm iffy on, but nothing that I'd consider a deal breaker. I found it very easy to read right out of the gate, which is basically the only thing I need to really learn a new language (probably the only reason I haven't learned rust yet.)
More on topic for the project though, did you have any project ideas for this? I think I could use this for my opencv node editor, I just did the naive method of marking all outputs dirty as their inputs nodes got reprocessed. I assume this would fix the potential problem of recomputing a node twice? I also see you mention "Cycle detection and cycle reporting." but what specifically happens if I do have a cycle? Does it just give up or is it something like best effort?