@wiscript I set them all to private. They were not up to the standard that I'd prefer, and much of the info is either outdated or not in line with what I'd teach nowadays.
I'm interested in making new ones in the future, but they need to be more polished, & I have limited time for that
Anyone have thoughts about CLion? VSCode is becoming oddly sluggish for C++ work. I need something cross-platform, so Visual Studio is unfortunately out.
I’m convinced that a large % of programmers don’t actually like computers.
As a side effect, are also perfectly happy to throw away their reasoning to a model as soon as they can.
I don’t get it, at ALL. Don’t you *LIKE* understanding the magic of the machine?
You do realize hand-programming (I hate that I even have to specify hand now) is fun…right?
@Indieun You're going in the right direction! I'd recommend toning it down even more. There should really be minimal to no shake at all for a feature like that
@Vainglory100 Yeah I've been wanting to do this. The API is evolving so quickly though that I worry it would become outdated quickly. But some introductory stuff might be good
Luau integration for my engine now allows me to bind methods, static functions, properties, and signals. I then added a type generator to create the ".d.luau" file necessary to capture these types with Luau language server.
The binding code is pretty messy, but it works!
To the Catch a Brainrot devs: Just tone it down. You've clearly got a well-made game. I couldn't play it more than 10 minutes without feeling dizzy. The camera shake takes away from all the other good FX
And if you're gonna do it, try to avoid rotation AND try to keep the camera focused on a useful focal point. Assuming the user is looking at this focal point, it's at least a little less nauseating (and kinda how your eyes naturally work)
(And of course, let users turn it off)
@track33r With Luau Language Server extension in vscode, just add one to the definitionFiles object. Unfortunately the format of these definition files is undocumented, so it's kind a game of hunting down others that have figured it out
@im_theta It's both! Luau is such a nice gameplay language & I want to use it for my game. At the same time, this is acting as a POC for a project that I'll be picking up soon at work
@track33r So I guess 'no' in the sense that it's not Luau bytecode generation, it's IR lowering for actual native code. So kinda a hybrid between JIT and AOT
Benchmarking custom color userdata lerp. 100k iterations.
Left, normal 'namecall' lerp: 8.5ms
Right, IR code for native codegen: 0.25ms
That means, in native mode, this one method sees a 30x performance improvement. The downside is all the IR code to duplicate behavior.
@track33r Yeah Luau has a whole native codegen feature. Much of the builtin stuff will compile natively out of the box, but custom userdata types like this do not, so they allow you to generate your own IR