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wing
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wing
@winglee
swe @anara | my goal is to make the fastest gpt wrapper → https://t.co/XgzL3XUr5M
Lumbridge Castle Katılım Şubat 2012
135 Takip Edilen381 Takipçiler
wing retweetledi

@BlauNate @Quirrel__ @Pirat_Nation That’s why I said correlated randomness and not pseudo randomness.
What I described is how correlated randomness works.
For example: if you see Precarious Shears and the right Corpse Slug is debuffing, Defects Lightning Orb has an >95% to hit the left Corpse Slug.
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@winglee @Quirrel__ @Pirat_Nation That's not how psudo random works, the idea is you can't predict the next outcome even knowing the previous ones. And by splitting into multiple random sequences, patterns do emerge.
Slot machines for example do the same thing and only use one.
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A dedicated Slay the Spire 2 fan has claimed the game isn’t as random as it seems after publishing a 6,600-word essay based on their analysis of the game’s code.
After digging through the game’s code, the player found that different systems share the same random number generator, meaning certain outcomes can influence others. “Once you look at this chart, there’s no way to un-know it,”
The fan stressed that the system isn’t cheating players. In fact, he argued that pure randomness would hurt the experience.
“I think it would be pretty bad for the game,” these hidden patterns help make runs feel more balanced and interesting.


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@Quirrel__ @Pirat_Nation It’s not about seeded randomness, it’s correlated randomness.
If you see X early in the game then you know for certain or with higher probability Y will happen latter in the game. That turns the “randomness” into a flow chart of decisions to play optimally
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@Pirat_Nation I mean the whole point of a seed is to be able to replay the randomly generated content exactly as is? What is this guy talking about?
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one of my goals is to make creating fast gpt wrappers easier for everyone
mugen is a react library that makes virtualization easier using pretext to calculate the heights of items instead of estimating them
this makes it possible to load large lists instantly, without jumpy scrollbars and weird resizing behaviour
pretext also enables cool features that were hard to implement before, like text stream fade in + performant syntax highlighting on longer code blocks
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wing retweetledi

hey yall I made a little adding game to improve my gym brain. I like how polished it turned out!
check it out (and set a high score) at platemath.fun

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@officialpesonen @zero__ms the tick rate of the game is 5z, what are you building?
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user actions such as moving, dragging inventory irems, attacking, equipping/unequiping are all done through zero mutators.
the server is a @bunjavascript server in the background running its own zero client and a loop to to manage the game logic and push updates to the db
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@heyvishal_ @PlanetScale @zero__ms @threejs The assets are from itch.io, the sprite is from the Time Elements collection and the tileset is from The Mana Seed collection
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Saw @PlanetScale’s demo of video calls through Postgres and thought: could Postgres handle a simple online game too?
So this weekend I started building a prototype using @zero__ms and @threejs
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@dev_chris_ @PlanetScale @zero__ms @threejs Not using any game engine, just rendering with three.js atm
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@tdellytech @PlanetScale @zero__ms @threejs If it’s just for data persistence then probably Postgres, but if it’s for the game loop itself I would go with @spacetimedb
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@providerproto @PlanetScale @zero__ms @threejs Of course if it’s just a data layer it’s common sense Postgres would be able to handle it. It just never occurred to me that you could use Postgres as the game state itself, and use the WAL to broadcast game updates until I saw Planetscale’s video call demo.
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@Heav2point0’s description is pretty accurate, it does have the data duplicated to sqlite, however the data in the game loop is actually saved directly to the postgres database and zero listens to the WAL to update its own data and broadcast the updated data to clients.
also worth noting that while planetscale and zero are not related, zero can work with planetscale postgres offering
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@spacetimedb @PlanetScale @zero__ms @threejs I actually want to try doing this with SpacetimeDB, but I had more friction trying to do things like load maps or make a map editor that worked well last time I tried SpacetimeDB. I want to explore it more though
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@winglee @PlanetScale @zero__ms @threejs You should give the same thing a crack on SpacetimeDB and tell us the comparison!
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