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snacks (snacks@netzsphaere.xyz)'s status on Friday, 11-Apr-2025 05:20:30 JST snacks
ok, actually did some shit for my game. You can shoot bullets now! Still one per frame but they spawn on your character and move in the right direction at a predetermined speed -
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snacks (snacks@netzsphaere.xyz)'s status on Friday, 11-Apr-2025 05:21:13 JST snacks
and the bullet is :overclocked: because netzsphäre emoji are just what i have on hand lmao -
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snacks (snacks@netzsphaere.xyz)'s status on Friday, 11-Apr-2025 05:25:49 JST snacks
And shooting is a memory leak, in c# -
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snacks (snacks@netzsphaere.xyz)'s status on Friday, 11-Apr-2025 05:28:15 JST snacks
How tf do you manage shit like this, it's either a linked list or looking for empty spots when spawning a new bullet -
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snacks (snacks@netzsphaere.xyz)'s status on Friday, 11-Apr-2025 05:29:27 JST snacks
At least i can implement data structures in here in minutes -
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snacks (snacks@netzsphaere.xyz)'s status on Friday, 11-Apr-2025 05:56:37 JST snacks
@Paulajak what do closures have to do with this? Idgi -
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Paulajak (paulajak@boymoder.biz)'s status on Friday, 11-Apr-2025 05:56:38 JST Paulajak
@snacks very easily
closures tend to be a big onesnacks likes this. -
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Paulajak (paulajak@boymoder.biz)'s status on Friday, 11-Apr-2025 05:57:48 JST Paulajak
@snacks oh i have no idea there's plenty of ways to leak memory in languages like that, closures are just the more common one snacks likes this. -
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snacks (snacks@netzsphaere.xyz)'s status on Friday, 11-Apr-2025 05:58:35 JST snacks
@Paulajak ah, thought they can somehow fix my issue. I basically just keep adding to a dynamic array
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