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nibblebit

nibblebit@programming.dev
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6 posts • 4 comments

Azure | .NET | Godot | nibble.blog

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It’s difficult problem to solve. Lemmy’s stack is a bit unconventional. The rust backend is not idiomatic and the ui is based off a template of an isomorphic not-quite-react framework. Its not impossible, but it will take a while for alot of programmers come onboard.

That being said, there’s more to it than writing code. Better bug reports, reproduction, updating docs and triaging/managing the issues is possibly more important than writing PRs. Don’t be discouraged!

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What I love most about Krazam is that in every video they make, you see the guy move up the usual tech career ladder xD

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All you folks are crazy not to unit test personal projects. Unit tests don’t need to be fancy and exhaustive. A sanity check and having a simple way to execute isolated code is well worth the 15 minutes of setting it up. Heck, just use them as scratch files to try out libraries and APIs. I can’t imagine having the kind of time to raw-dog that f12 button and sifting through print() nonsense all night.

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As others have said so far. If you have zero experience what you are aiming for is pretty complicated.

  • you need path-finding. Godot nav mesh will do great. But you could implement waypoints and A* yourself if you like more control and want to learn.
  • you need some place holder models. Using prisms or Sprite3d is better because you can more easily see which way they are facing
  • you need some agent behaviour. What does move randomly but also towards the player mean? Are you thinking of a pacman like situation?. You might want to think about a state machines
  • If you want the levels to be procedurally generated you open a whole new can of worms.
  • Depending on your use case you might want to spend time getting comfortable with the UI framework and Control nodes to create buttons and widgets to create start and reset levels.
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