Here's an overview of my Factorio ship designs which can be built inexpensively.
See also the Design topics section below.
These ships are designed for use within the first four planets.
- The Hornet (the cheapest useful ship)
Here's an overview of my Factorio ship designs which can be built inexpensively.
See also the Design topics section below.
These ships are designed for use within the first four planets.
I won't go too far into the nitty details (lol), but this is generally how I've structured my WIP mostly-text-based, turn-based adventure game.
I emphasize that because I suspect this approach doesn't work all that well for other styles of games.
Specifically, because practically everything in my game happens on-click; there's very little running in the background.
Nah, I strained my eyes for this.
| // a very minimal instruction set. | |
| // it has just enough operations to implement a recursive | |
| // fibonacci function - what a coincidence :D | |
| // NOTE: in my VM, i don't use an `enum`. | |
| // this is just for simplicity. | |
| #[derive(Clone, Copy, Debug)] | |
| enum Instruction { | |
| LoadInt { dst: u8, value: i16 }, | |
| Copy { dst: u8, src: u8 }, | |
| Add { dst: u8, src1: u8, src2: u8 }, |
A quick breakdown of lighting in the restir-meets-surfel branch of my renderer, where I revive some olde surfel experiments, and generously sprinkle ReSTIR on top.
Please note that this is all based on work-in-progress experimental software, and represents a single snapshot in development history. Things will certainly change 😛
Due to how I'm capturing this, there's frame-to-frame variability, e.g. different rays being shot, TAA shimmering slightly. Some of the images come from a dedicated visualization pass, and are anti-aliased, and some show internal buffers which are not anti-aliased.
| <keyboard_controls> | |
| <!-- UP: W (0x11) --> | |
| <control0 value="17" /> | |
| <!-- DOWN: S (0x1F) --> | |
| <control1 value="31" /> | |
| <!-- LEFT: A (0x1E) --> | |
| <control2 value="30" /> | |
| <!-- RIGHT: D (0x20) --> | |
| <control3 value="32" /> | |
| <!-- RELOAD: R (0x13) --> |
| #pragma once | |
| #include <stdint.h> | |
| #include <stdio.h> | |
| namespace be | |
| { | |
| void print_message( const char* msg ) | |
| { | |
| printf( "[BATTLEYE] %s\n", msg ); | |
| } |
| #include <stdio.h> | |
| #include <stdint.h> | |
| #include <stdlib.h> | |
| #include <string.h> | |
| // yousif, namazso, can1357, defcon42 | |
| namespace packet | |
| { | |
| constexpr size_t be_xor_key = 0xd774f59d; |
This exemplary initial setup uses two devices /dev/sdb and /dev/sdc but can be applied to any amount of devices by following the steps with additional devices.
Create keyfile:
dd bs=64 count=1 if=/dev/urandom of=/etc/cryptkey iflag=fullblock
chmod 600 /etc/cryptkeyJust create a new InterceptHandler and add it to your app. Different settings should be configured in your config file, so that it is easy to change settings.
Logging is then as easy as:
from loguru import logger
logger.info("I am logging from loguru!")
| import win32gui | |
| import re | |
| class WindowMgr: | |
| """Encapsulates some calls to the winapi for window management""" | |
| def __init__ (self): | |
| """Constructor""" | |
| self._handle = None | |