@safiuddinkhan What's the nav mesh look like? It certainly looks like a text book case of "agent is wider than the width used by the nav mesh".
Honestly getting physically simulated agents to perfectly follow a navmesh path can be a real pain. In my current prototype I plan to try out an approach where the navmesh is actually the authority on the enemy collisions with the world, so any path can always be followed, perfectly and simply.
In hobby game projects I've always found making levels hard due to serious blank page syndrome. But I'm finding that asking myself "What should I communicate?" is a great fallback when in doubt.
Try to make spaces and environments that communicate something, anything. About the player character, the goal(s), the world, the NPCs that inhabit it, the gameplay. Via the things you do, find, or witness in that space. Via it's architecture, or even just the way it feels to play through that area.
@amy It's nuts how recognizable this is from just the belt and chain. The character designers did real well. I assume this is what that epoxy ended up being for?
High chance somebody already shared it here on fosstodon but Justine Tunney's pledge port for Linux seems like a neat way to secure untrusted scripts: https://justine.lol/pledge/
@jplebreton I feel like changes in the energy sector are inevitable and honestly that's pretty obvious given that it's changed already in our life times, and that the decrease in cost of solar and various interesting battery techs in the work have the potential to really shake things up, but new *sources* seems unlikely. Maaaaybe some of the fusion efforts like the VC-backed Helion will work out but that could also just be investor-swindling for all I know.
@christinelove I think if there's really any reason to want to do pure-FP in games (and I'm not 100% on it), I think you'd just do the game-state in a pure-FP style with structures that serialize trivially (maps and lists) and have the rest of the game be like a smart renderer of game states, pulling in needed assets etc, done in an imperative style. Then you get rewinding for debugging, rollback netcode, rewind mechanics, and trivial save game implementations for, ahem, " " free " "
@christinelove It's definitely not a great fit for games but one time I did make a tiny prototype where changes to the game-state were done pure-functional style and the neat thing was that it made Sands-of-time-style rewind trivial: you just push old frames' gamestates onto a list when going forward in time, when rewinding instead of going the main tick, you just pop the end of the game-state list and render it.
@edgren Honestly that's pretty nuts given there's fonts. I should look into trying to optimize the fonts on my blog more or something.
@rridley Is this some sort of icon that appears on a webpage? If it does it may be browser cache related. You may have already thought of that but chucking it out there.
@edgren Nice! Haven't gotten my blog's structure score up yet. I'm working on a small wiki implementation (y'know, for fun) and I'm real happy that the pages clock in at like 20kb for HTML+CSS (system fonts, images do get thumbnailed to jpegs) and it's nice remembering like "1MB is not really a rational size for most documents."
@nickpegg Yeah we already spend a lot of money to pipeline water directly into people's homes, sending more water around via truck is just wasteful.
Computer programmer. Hobbyist game dev. Interactive Fiction enjoyer and occasional developer. (He/him)
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