@MaximumADHD@TheNexusAvenger Are you saying this specifically for "in t do" or also for "in pairs(t) do" like the snippet above. I guess I am just not understanding why, as the 5.1 docs seems to say "you may clear existing fields" (assuming this means t[key] = nil).
@Elttob_ I agree with your sentiments towards operation overloading, but is a table with a metatable that has no metamethods and a closure style object really that different? Other than some 'syntax sugar'? (It seems metatables and redefining the functions have similar call performance.)
@EdenojackRBLX@MrChickenRocket Find the inputs for creating the replay? I don’t think using the inputs is a great option since the smallest of errors would cause completely different replays. But idk, I think doom used input for replays.
I want the projectile system to be very modular, to build more complex system on top of it. I want to support every type of projectile from btd6 (and more). I am kinda excited to see where this side project goes. 2/2
The projectile attempts predict where the enemy will be, but I chose a rather rudimentary method, so when the enemy runs towards the tower, it sometimes overshoots, causing it to miss. I have a way to solve this. 1/2 #Roblox#RobloxDev
All of the enemy movement is done on the client, meaning thousands of enemies can be moving and use about the same amount of data as one character moving. (The cubes are placeholders.😛) #Roblox#RobloxDev
@LetsDoThisGames When I started it, I wasn't sure what direction I wanted to go with it, But I decided it will probably be a tower defense with roguelike and deck builder elements (more of a loadout than a deck). Kinda just seeing where it goes.
@peep_is_online Neither, it uses each “chunk” as a cell in a maze, then generates a path to and from each chunk with A*, so each map is 100% random while being deterministic if the same seed is used.