[-] Fizz 4 points 2 hours ago

He can't help but take the worst position on every issue.

[-] Fizz 2 points 4 hours ago

Who the fuck would put a cat on their hand like that. Its an animal not a glove!

[-] Fizz 1 points 6 hours ago

1% of Americans make min wage compared to 9% of Canadians.

[-] Fizz 2 points 13 hours ago

What is the advantage of this over launching all from a big site in the us desert?

[-] Fizz 3 points 13 hours ago

Hopefully no controversy this year

[-] Fizz 2 points 13 hours ago

Competition to secure critical resources is one of the major driving factors in conflict. So we will probably a lot more wars breaking out and some borders shifting. Especially with the cost of war being lower than ever.

Governments around the world will need to increase taxes and borrow then spend to keep people employed and afloat. A lot of places were in a bad spot before so idk what they'll do. Im not enjoying living in such interesting times thats for sure.

[-] Fizz 5 points 13 hours ago

I hope you've stocked up on fell for its awards you're going to have a lot to hand out.

[-] Fizz -4 points 13 hours ago

One of the countries that fucked the world economy is experiencing rising prices. How sad. How ever bad things are in iran I hope they get much worse.

[-] Fizz 5 points 14 hours ago

Great write up. thanks for posting it was an interesting read.

[-] Fizz 1 points 20 hours ago* (last edited 20 hours ago)

A hunter-gatherer society that hasnt developed modern markets isn't an ideological stance. Now elders fight for property rights, run land councils, and take mining royalties. When they start a business they want returns on that investment same as everyone else. Capitalism allows any form of economy to function under it. You can start a socialist business or run a communist town. Its just that capitalism solves a lot of the problems with the least downside.

[-] Fizz 1 points 22 hours ago

Smoking that hog in 500-600bc

[-] Fizz 62 points 1 day ago

Please do not put anything from Kmart inside you. It will almost certainly break

20
submitted 1 week ago by Fizz to c/Posttoday@lemmy.zip

I was working on a game for months in Godot and it was going well but I had this itch where i couldn't help but think that maybe things would be easier if I was using rust(ive never used rust).

Well I'm a week into the rewrite and I can safely safe it did not make things easier. Much harder in fact.

That all being said I'm having a lot of fun learning about rust. God there is so much to learn and it made me realise how many concepts are smoothed over by using GDscript.

8
submitted 2 weeks ago by Fizz to c/newzealand

One of the 2 roads was eroded and now all access is blocked.

https://www.youtube.com/watch?v=Kf5uVrYPbPo&t=3s

17
submitted 4 weeks ago by Fizz to c/videos@lemmy.world
14
submitted 1 month ago by Fizz to c/newzealand
17
submitted 1 month ago by Fizz to c/learn_programming@programming.dev

I'm quite new to programming and my projects getting big by my own standards. When I go to add a new feature im really struggling to evaluate the different options how/where to add it and im getting overwhelmed to the point of not progressing. I find myself wanting to seek some generic guidance from someone whos experienced but I dont know what the right question is to even ask. I want to ask things like "how should I structure a project" or "What kind of patterns can I use to keep my project manageable" "what do I put in code comments"

Practice and experience, but is there anything I can do to find the right direction to go to learn? I dont have the words to know what im even looking for at the moment I just have "pattern" like a design pattern and a notebook with a lot of boxes and arrows trying to plan out some kind of structure. I want to read something at least slightly relevant to game design and start trying to follow some tried and true guidance.

I made this post because I wanted to ask about when to expand a class vs. create a new one.

The example: I have a script (ResourceManager) that handles the resources on the game map it tracks loose items,items in storage, reserved items, delivery demand.

I want to add a crafting bills. These bills will want similar things(to reserve items, to making delivery requests, checking resource stockpile and once available the bill activates) and I can reuse a lot of the logic if I just put it in the same place. But its kind of different crafting and management of resources but them am I going to make a new script for every new thing at some point I just got to put similar things together right.

What kind of things should I be looking at when trying to evaluate these choices?

15
submitted 3 months ago by Fizz to c/videos@lemmy.world
15
Cats change people (www.youtube.com)
submitted 3 months ago by Fizz to c/videos@lemmy.world
13
submitted 3 months ago by Fizz to c/newzealand

I'm really not sure how to feel about this one. On one hand its great that less dogs are being put down. On the other hand people who got their dog impounded and couldnt afford $93 are taking an after pay loan to get it back. As someone who used to live in south auckland I feel like this is going to make the roaming dog problem way worse. If you're getting your dog impounded and after paying $93 then you are probably not equipped to be owning a dog.

17
Oamaru Steampunk Parade (www.youtube.com)
submitted 3 months ago by Fizz to c/newzealand
11
submitted 3 months ago by Fizz to c/videos@lemmy.world
7
submitted 4 months ago by Fizz to c/learn_programming@programming.dev

I want to preface this by saying that I think I got cooked by AI here.

I have a game where I am working on a job system. The job system has a job objects which I need to put into a data structure that can be searched via id, location, or work type. At first I was building with the mindset of "do whatever to solve this problem and make it work" but it became very hard to implement new features because I would break everything. So I started trying to think ahead and design ways of doing things that would handle all the different jobs and things.

At first I put all jobs into an array and iterated through. Then I learned about dictionaries and started using them for way to many things and so i updated my job queue to be a dictionary with the Key as ID > JobObj

Then I decided to plan out the job system before writing anything and "do it properly". I decided I needed to upgrade the data structure holding jobs because its a core part of the game and will be heavily interacted with. But I realized I only know array, dictionary and database, so I asked AI what data structure I should use and it suggested a nested dictionary.

Now im using multiple dictionaries but im really hating it. Its hard for me to work with and conceptually im not sure I can visualize how its even working.

How I am thinking about it is there is multiple layers of keys, 1st layer is work types, then once I find the work type it points to a dictionary of region IDs and that points to an array of jobs in the region.

Job def is work type like Planting Region id: the map is broken down into region IDs so i dont have to check every tile and can limit seaching

#python
var job_pool: Dictionary = {}

func register(designation: DesignationObj) -> void:
	var job_def = designation.job
	var region_id = designation.region_id
	if not job_pool.has(job_def):
		job_pool[job_def] = {} 
	if not job_pool[job_def].has(region_id):
		job_pool[job_def][region_id] = []
	job_pool[job_def][region_id].append(designation)

Here is how I am picturing it in my head.

var job_pool {
	"plants": {
		"1": {
			"job1"
			"job2"
		}
		"2": {
			"job3"
		}
	}
	"mining": {
		"1": {
			"job4"
			"job5"
		}
	}
	"hunting": {
		"5":{
			"job12"
		}
	}
}

But now I want to add ID look up into this im stuck and im thinking the entire structure does not work for what it needs to do.

114
Arctic Lemming (lemmy.nz)
submitted 4 months ago by Fizz to c/taneggs@lemmy.ca

Photo taken by Dorothee Ehrich

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Fizz

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