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  1. lenscas

    Good vs. Evil

    9 meanwhile, I am just happy that we are almost at 10 again
  2. lenscas

    Good vs. Evil

    7 but I feel good
  3. lenscas

    Good vs. Evil

    6 more up
  4. lenscas

    Good vs. Evil

    6 and even more
  5. lenscas

    Good vs. Evil

    4 just a bit more up because why not
  6. lenscas

    Good vs. Evil

    6 and I just watched an MTG Arena match where the amount of triggers got so out of hand that it took seconds for the game to actually calculate what the triggers where and several minutes for them all to happen.
  7. lenscas

    Good vs. Evil

    6 I finally got the results of the F# exam. These are the results for the practicum part: Total number of people : 130 Amount of people who passed: 11 (8.5%) average grade: 1.72 My grade: 7 5% of people scored my grade or higher Note, the scale is from 1 to 10 with 10 being the best sore possible.
  8. lenscas

    Good vs. Evil

    6 and I wrote a bit more stuff https://t2m.io/0W3jC9X2
  9. lenscas

    Good vs. Evil

    7 I... need to think of a better way to implement guis/huds into arena_keeper. ITS SO MUCH BOILERPLATE JUST FOR A SINGLE BUTTON!
  10. lenscas

    Good vs. Evil

    7 LIAR! Oh well, at least I have a real pathfinding algorithm implemented (A*)
  11. lenscas

    Good vs. Evil

    8 decided to look how long I could keep my game open using a release version of the native build before it would crap itself. The game runs at a tps of 60 and every fifth tick a new object gets spawned that will run my basic pathfinding function. Which it will run EVERY tick. The game started...
  12. lenscas

    Good vs. Evil

    9 and.. I decided to bring multi threading to my game for the pathfinding section. That does mean that the WASM build is broken now. edit: Fixed the WASM build by swapping the multi threaded code out for a simple loop when it compiles to that. I also updated the github page to host the new...
  13. lenscas

    Good vs. Evil

    10 and another massive cleanup pushed. This time I didn't really touch any code but just started using pub use and cleaned up every use statement. The result? 17 files changed, 206 additions and 140 deletions.
  14. lenscas

    Good vs. Evil

    10 and I now have a square that walks around semi randomly on the map. It can not go through walls and its speed is depended on its own walk speed and the cell type that it is currently standing on. edit: I decided to deploy the project to github pages...
  15. lenscas

    Good vs. Evil

    10 I knew that, I just didn't know how to work with the noise functions that I had access to. In other news, this felt so good to do: https://github.com/lenscas/arena_keeper_quick/commit/a6831327bea8575733c177813b4f272184d684a6 (Its a massive shift of code)
  16. lenscas

    Good vs. Evil

    10 managed to make it a lot better: They aren't the most impressive maps yet but its good enough for now :)
  17. lenscas

    Good vs. Evil

    10 generating the terrain may be harder than I hoped it would be..... I found a crate that implements various kinds of noise algorithms. I was hoping I could just use those as if but clearly, I can't. For those interested, the crate that I use is https://docs.rs/noise/0.5.1/noise/#structs and...
  18. lenscas

    Good vs. Evil

    11 so... it turns out that the code I copied to create diagonal lines is bugged. It also turns out to not exactly be the easiest algorithm to implement so I may decide to just remove it all together. As a work around I just decided to limit the player to selecting horizontal and vertical lines...
  19. lenscas

    Good vs. Evil

    11 Its nice how the file containing the point structs (https://github.com/lenscas/arena_keeper_quick/blob/402f5c2e3f6aebaced3ce7202b64d53ea2d91a62/src/structs/point.rs) is more documentation and examples than code yet writing all that didn't feel like a waste at all as those examples also work...
  20. lenscas

    Good vs. Evil

    11 and I made a simple point/coordinate struct. It isn't much but it allows me to more easily work with coordinates as I used to just use tuples and it has some nice functions already. All of which are subjected to automated testing using doc tests. Now, time to expand the PointWithItem struct...