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What programming language would be the best to learn to develop a game from scratch?
  • (Sorry for the delayed response!)

    That's a good question that I find a lot of newer programs ask. The short answer is yes because the Java runtime environment abstracts out all of the platform specific things you'll have to be aware of in C# to some extent. Long answer is you can probably figure it out with some extra struggle that's going to be C# specific.

    I fully understand that Java is not supported in Unity and that you will probably not use Java once you figure that out however, Java is still useful as a learning tool. I think that people focus on specific language too much (ie c# vs java) when in reality they are 99% the same. I think it's more important to learn the data structure and logic behind object oriented programming over the specific nuances of a language. When to use an if/else vs a switch. When to for vs foreach. Abstract classes vs interfaces. These things are all the same amongst all object oriented languages and are the real things you should be focused on. Once you figure out how to do it on one language it's a 30 second Google to look up the key words for whatever language you want to swap to.

    So in summary use Java for it's ease of compiling to learn (and there's a lot of good java tutorials online for this) then be amazed when you swap to C# and how much worse the compiler is lol.

  • What programming language would be the best to learn to develop a game from scratch?
  • Honestly the biggest issue you're gonna run into when swapping into C# (or Java) is how truly object oriented they are.

    Yes python has objects but it's not the same.

    Personally I'd recommend starting with pure Java first and doing the basics like Pong, pinball, whack-a-mole before migrating fully into C# then try to add Unity.

    Java is a lot easier to compile and you'll get to skip all the annoying C based compiler problems you'll get with C#

  • Microsoft wants to move Windows fully to the cloud
  • How are you having issues with getting a local account? It's pretty straightforward to get one.

    Worst case just disconnect the computer when you are installing Windows and it'll force a local account...

  • The Story of Factorio, the Game that Only Increases in Price
  • Construction bots just build blueprints and deconstruct things marked for deconstruction. They take items from providers first (active then passive) then storage. They'll put things picked up into storage (not sure if they go into requestors directly though).

    You can build a personal robo port and put it inside your suit, then robots you have in your personal inventory will construct/deconstruct in an area around you and put/pull from your inventory only.

    Usually you'll want more logistics robots than construction but you can select any robo port and see the number of available/idle bots of each type in the network. If you wanna get real fancy you can get these numbers out with wires and use combinatiors to do some logic like: Only add bots if all bots are in use or other such things

    Edit: Construction bots will also repair damaged buildings! Just have repair packs in storage in your network somewhere and they'll make sure every building inside your network is at 100% health!

  • The Story of Factorio, the Game that Only Increases in Price
  • Bots are straightforward:

    Storage is storage. This is where the bots put things you deconstruct and where the bots grab things to build.

    Requestor chests use bots to attempt to always have the amount(s) you set in them at all times.

    Active providers attempt to be empty all the time. Logistics bots will move items out of these chests into storage.

    Passive providers are like active providers but don't need to be empty all the time. Bots will take out of a passive provider before storage (even if storage is closer to the destination)

    Buffer chests are weird. I don't fully understand them but i believe they're basically normal chests until you get over X amount in them then they turn into active providers? You can set an option on requester chests to request from buffers and then i believe that it then ignores whatever buffer settings you have... I never use them...

    An important nuance is that the network will try to keep the same item in the same chest so if you have wood in a storage chest in the north bots will fly PAST empty storage to go to that specific chest that already has wood in it. Also bots will never put items back in a provider and will never take out of a requestor even if the items inside are no longer requested by the chest.

    Basically throw down a lot of storage chests in one place. Put passive providers as the output for stuff you build. Put requestor chests as input for assemblers (if you copy an assembler with a recipe you can paste it onto a requestor to automatically request the ingredients). Do not put gears in your network it's just easier to move iron around and make gears where you need it.

  • BattleBit Remastered is dominating Steam because there's no catch: it's just a lot of game for $15
  • Get it. Got about 20h in it and am just starting to get a feel for all the maps and guns. Still early so no meta and everyone's pretty chill.

    Personally 123v123 is a bit too hectic so I stick to 32v32 (which also has rush and other game modes not in 64v or 123v)

  • Is Lemmy search-engine unfriendly?
  • Now I'm curious what your stack is? Are you using an elastic database? Have you considered possibly using something like Azure Cognitive Search (hosted Elastic with AI/ML functions to add some NLP to your data/queries)? Bing uses it as part of their backend.

  • Microsoft acquired Bethesda after hearing Starfield would be exclusive to PlayStation
  • Well ya, Sony is actively trying to block Microsoft from buying Activision Blizzard.

    I also kind find this whole thing funny because Microsoft keeps enough cash on hand to just outright buy Sony without having to liquidate any assets so I'm willing to bet that'll be the eventual power move

  • The Story of Factorio, the Game that Only Increases in Price
  • $35 being reasonable is an understatement. Most people take 50h to get through their first "full playthrough" and the replayability is limitless. Then there's free workshop content that'll take abase game and add another 200h onto it (Space Exploration, Krastorio, Sea Block, Bob's, Angels, etc)

    Plus: They still have a free demo with no time limit too. You get exposed to the core loop within five minutes of playing and you'll know if it clicks or not for you before you even have to buy.

    I bought the game at $25 but I'd buy it again at $35 and not regret anything...

  • InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)AT
    ATwig @kbin.social
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