Continue my adventure with new Unity version. Google dependency resolver needs java, but java isn't available inside of sandboxed environment. It can't see JDK installed with Unity of course, needs proper JAVA_HOME. So we need to install special flatpak version of it. But not just any java, only openjdk11 works. And then override JAVA_HOME for unity flatpak.
Did some basic implementation for HTN planner. Got a lot of insights. If Context (which is world state for actor) is struct then we don't need any sort of cloning. So planning can be easily multi-threaded. But it limits state to POD types.
And I decided to split tasks and actions, so actions can have state and tasks are stateless and just create actions when needed.
Imagine how much better software would be if developers had to use Windows 10 on a core 2 duo with 3GBs of RAM and a 5400RPM IDE drive.
Electron apps would just go away.
RT @SwiftOnSecurity@twitter.com
If I was President all developers would have to use 5400RPM hard drives
🐦🔗: https://twitter.com/SwiftOnSecurity/status/1525584456773472259
It was very obvious to me when Google moved from hard drives to SSDs for its developers' machines: I was still on a HD machine and Chrome became almost unusable nearly overnight.
RT @SwiftOnSecurity@twitter.com
If I was President all developers would have to use 5400RPM hard drives
🐦🔗: https://twitter.com/SwiftOnSecurity/status/1525584456773472259
Since there’s a lot of new people trying out Mastodon, something to be cautious about: your DMs can be read by admins of your instance and the instance of the recipient, and when your toots cross an instance boundary, it’s possible for your private toots to get boosted. Some of the privacy guards in place on platforms you’ve used before don’t work the same here.
Creating architecture for our next game. Initial plan was to create clear layers, where model and view totally separated. But designers want to use existing tools that can only work as Unity components. So new architecture is compromise of some sort - model layer have to live like MonoBehaviour in GOs, not separated from Unity. It isn't perfect, but I think it's nice compromise. At least I don't need to implement pathfinding and behaviour tree with editor.
Senior programmer, Unity3D, Unreal. Really like Rust. Linux user (currently Fedora). Draw things sometimes.