Search found 61 matches
- Wed May 13, 2026 9:14 pm
- Forum: Game Programming
- Topic: I give up, min / max just doesn't fit my brain
- Replies: 4
- Views: 328
Re: I give up, min / max just doesn't fit my brain
... or even :blobcatgiggle:
clamp(x, min=Float.MIN_VALUE, max=Float.MAX_VALUE) = clamp(x, min, max)
so you can write
this.x = clamp(this.x + Time.deltaTime, max=maxValue)
Ohhhh I read this before during the stream and didn't realize what you meant. You mean clampMax for min and ...
- Wed May 13, 2026 9:09 pm
- Forum: General
- Topic: Interest check: Cool forum features
- Replies: 1
- Views: 53
Re: Interest check: Cool forum features
To procrastinate on making maps you should at least have the map editor open
But I like all these features! Old cringey forum nostalgia is what this is all about
But I like all these features! Old cringey forum nostalgia is what this is all about
- Wed May 13, 2026 12:44 pm
- Forum: Game Programming
- Topic: I give up, min / max just doesn't fit my brain
- Replies: 4
- Views: 328
Re: I give up, min / max just doesn't fit my brain
Yes, the method syntax makes min/max far worse. But at_least / at_most would read so nice in method syntax... I'm gonna add this and see if I end up using it!Kampffrosch wrote: Wed May 13, 2026 12:36 pm I always readas "a should be at least b"Code: Select all
a.min(b)
- Wed May 13, 2026 12:32 pm
- Forum: Game Programming
- Topic: I give up, min / max just doesn't fit my brain
- Replies: 4
- Views: 328
I give up, min / max just doesn't fit my brain
It's very common when writing game code to want to express the idea that this variable saturates at a certain value, for example:
this.x += Time.deltaTime;
if (this.X > maxValue) {
this.X = maxValue;
}
Now you see how my brain likes to think in terms of the "maximum value" this variable is ...
this.x += Time.deltaTime;
if (this.X > maxValue) {
this.X = maxValue;
}
Now you see how my brain likes to think in terms of the "maximum value" this variable is ...
- Mon Apr 20, 2026 7:03 pm
- Forum: 2D Art
- Topic: Turned a cheap usb numpad into a compact aseprite shortcut keyboard
- Replies: 1
- Views: 77
Re: Turned a cheap usb numpad into a compact aseprite shortcut keyboard
Continuing with this, here's a little pic of my aseprite on-the-go setup!
image.png
I'll also say that I changed methods and I'm now no longer using hwdb but input remapper . This was also mentioned in David Revoy's post, but the issues have been fixed since then and it now works like a charm ...
image.png
I'll also say that I changed methods and I'm now no longer using hwdb but input remapper . This was also mentioned in David Revoy's post, but the issues have been fixed since then and it now works like a charm ...
- Sat Apr 18, 2026 5:56 pm
- Forum: 2D Art
- Topic: Turned a cheap usb numpad into a compact aseprite shortcut keyboard
- Replies: 1
- Views: 77
Turned a cheap usb numpad into a compact aseprite shortcut keyboard
Not exactly 2D art, but it's about art and I draw 2D, so here it goes :akko_shrug:
Inspired by this blog post by the krita legend David Revoy, I too turned a cheap USB numpad into a shortcut keyboard. This is quite intuitive to use, even if I've just been a couple hours at it.
This thing is ...
Inspired by this blog post by the krita legend David Revoy, I too turned a cheap USB numpad into a shortcut keyboard. This is quite intuitive to use, even if I've just been a couple hours at it.
This thing is ...
- Tue Apr 07, 2026 7:55 am
- Forum: Langdev
- Topic: The power of discriminated unions is exhaustivity, not the unions
- Replies: 0
- Views: 102
The power of discriminated unions is exhaustivity, not the unions
For those who aren't in the loop, C# has finally released a preview version for union types! ! There's a catch though.
To clarify, union here means discriminated union, not a C-style union. It's what Rust calls an enum when the variants of the enum have payloads and not just a tag. I think zig ...
To clarify, union here means discriminated union, not a C-style union. It's what Rust calls an enum when the variants of the enum have payloads and not just a tag. I think zig ...
- Sat Apr 04, 2026 11:35 am
- Forum: Iris Blade
- Topic: Dialogue system
- Replies: 4
- Views: 458
Re: Dialogue system
Yup! I wanna look into XML-Schema support once the thing is a bit more fleshed out, hopefully there's a nice extension that shows validation errors inline, that'd make for a pretty good user experience
That said, the UI is built with the use case in mind that there may not always be a character ...
That said, the UI is built with the use case in mind that there may not always be a character ...
- Sat Apr 04, 2026 8:35 am
- Forum: Iris Blade
- Topic: Dialogue system
- Replies: 4
- Views: 458
Re: Dialogue system
Hehe me too! I was hoping for a good parsing tangent but alas :pensivecat:
I was thinking what other languages could be used for this and XML is quite unique in that it allows structure, plain text inside the structure, and then going back to structure inside the plain text in a flexible way. This ...
I was thinking what other languages could be used for this and XML is quite unique in that it allows structure, plain text inside the structure, and then going back to structure inside the plain text in a flexible way. This ...
- Fri Apr 03, 2026 6:35 pm
- Forum: Iris Blade
- Topic: Dialogue system
- Replies: 4
- Views: 458
Dialogue system
I've been taking a bit of a break from the "core gameplay loop" so next up on the menu working on the lore and creating the area where the metaprogression is gonna happen: The Hub.
But before we reveal any details about the hub (it's a bit of a spoiler :blobpeek:). I've started working on a new ...
But before we reveal any details about the hub (it's a bit of a spoiler :blobpeek:). I've started working on a new ...