victhordev.bsky.social
@victhordev.bsky.social
I use raddbg with msvc directly, I don't open visual studio anymore since I didn't like it when I used it
August 17, 2025 at 9:33 PM
Not sure what you mean with integration with visual studio but Tsoding's nob.h is pretty great. I started making a small library like it before discovering it and was pleasantly surprised
August 17, 2025 at 5:34 PM
If I do a unity build I usually only use batch & bash but I've done a couple projects where I tried to use c as a build system where I had more complex logic in the builds and it went fine, it's true that I haven't tried it in any large sized projects but I don't think it would be very different
August 17, 2025 at 3:30 PM
Or just c or python directly, never tried using python myself for building but spall-web uses it
August 16, 2025 at 10:17 PM
I learnt of this when you did the troll stream programming in Russian 😅
February 10, 2025 at 11:43 PM
Not that the pdf spec is simple either.
February 4, 2025 at 3:18 PM
Just looking up "pdf write c" showed one called pdfio, since I'm also interested, I looked at it a bit, I wouldn't call it simple in any way but it looks like it might do what you want.
February 4, 2025 at 3:18 PM
I deleted the link in this comment because it went over the character limit how did the link get embedded anyway lol
February 1, 2025 at 11:24 AM
github.com/mxgmn/WaveFu... this is the first implementation I saw and a good explanation of how it works. Here's the wiki link en.wikipedia.org/wiki/Model_s...
GitHub - mxgmn/WaveFunctionCollapse: Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics
Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics - mxgmn/WaveFunctionCollapse
github.com
February 1, 2025 at 11:23 AM
I was recently experimenting with wave function collapse which can generate tiled and non tiled structures but I don't think it's as useful for random dungeon generation, you might find some similar algorithms in the wave function collapse wiki though.
GitHub - mxgmn/WaveFunctionCollapse: Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics
Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics - mxgmn/WaveFunctionCollapse
github.com
February 1, 2025 at 11:21 AM
I did this with Sam H Smith's videos since I didn't know he was the guy who made Serenum os, now I try to give the videos a chance
January 9, 2025 at 2:51 PM
You can also probably have the conditions in different lines, though I'm not very familiar with gdscript so I'm not sure about this.
January 7, 2025 at 9:14 PM
The code is fine, but Godot short-circuits evaluations, so it would be the same to do:
if(A && B && C && ...)
{
int Idontremember;
for(...)
{
if(docheck()) return true;
}
}
return false;
January 7, 2025 at 9:12 PM
Yeah, I mentioned loops but I meant checking for the loop condition and iterator to see ahead of time how many total iterations there will be in execution and then allow/disallow it depending on what you want to do with it.
December 20, 2024 at 1:09 AM
It is a pretty boring answer and it would be cooler to do something else but it probably works.
December 20, 2024 at 1:01 AM
The easiest way I can think of is to only allow loops of a specified amount of iterations, so if you want your program to do an arbitrary amount of iterations you would just do 100000 iterations for example (have some limit).
December 20, 2024 at 12:59 AM