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(continued)

Other tips: I still had issues going too granular with GOAP actions at the start, so I recommend keeping your actions as coarse as possible. It's still a tool that you use with your AI designer hat on, it doesn't do everything on its own. But the power of being able to throw in a new goal, maybe one new action, and have the existing actions solve all the other prerequisites, is amazing. Defining world properties and states is a muuuuuuch lower mental load than using utilities for actions.

I wrote it all with performance in mind, and it seems to run fine. Basically lots of caching (each world property is only evaluated once per AI per tick then re-used, shared values are cached for all then re-used, etc); eliminating invalid paths early; and searching backwards from the goal instead of forwards from the current world state. I test with 4 AI players on an old i3 laptop processor from ~2016 without issue.


hmailserver is the replacement you want for this.


This is the way I ended up going and it worked great.


It is no longer under development.


That happens when you finish your roadmap and call it done. It’s frustrating that the modern sense of it became automatically negative.

This is an actual claim if someone is interested: https://www.hmailserver.com/state

On SHA-1: https://en.wikipedia.org/wiki/SHA-1

As of 2020, chosen-prefix attacks against SHA-1 are practical.[6][8] As such, it is recommended to remove SHA-1 from products as soon as possible and instead use SHA-2 or SHA-3. Replacing SHA-1 is urgent where it is used for digital signatures.

Digging further: https://www.hmailserver.com/forum/viewtopic.php?t=40568

Tl;dr: it uses sha256 by default and only has sha1 for backwards compatibility, which is considered insecure today. Critical updates are still there.


hmailserver needs openssl version bumps from time to time.


Hey thanks, this was a good catch. `--shutter 12000` fixes the screen, and is bright but not too bright.


Update 2: The servo's gears are absolutely grinding at the moment


Haha nope!


Hey, thanks! I was thinking about game ideas while stepping into the shower one day (where all great ideas are born), and "throwing people in a first-person view might be fun?" came across my mind. I mentally fleshed it out a bit, and wrote it down. When the idea I was already working on turned out to not be fun, I shelved that and started working on this instead. When I prototyped the basic throw feel and it already felt fun, I decided to run with it.


having them fall down with all that ragdoll physics is the best part, also crashing into crowds like bowling balls. anyway, best of luck with it all, seems like a really original and entertaining idea.


I started with The City Watch series, and it felt like a great introduction.


Not sure if this is still true RE: Azure. AFAIK they use Hyper-V (hypervisor) containers which offer kernel isolation like other lightweight-VM-container runtimes.


Hyper-V has been around for a while, did Azure just not get the memo until recently?


Even more surprising: it's written in C#


Why do you think it's surprising it's written in c#?


Previously low performance and a still low popularity?


Not sure what your definition or filters are for low popularity but c# and .net in general purpose and application development are very popular according to various developer surveys. Depending on the survey often in the top five to ten.

I wouldn't say it's poor performing, definitely not rust, c or c++ capable, but you can write performant code through various tools, processes and optimisations, or bind to libs written in other languages e.g. rust, c++ to have them handle with that must be incredibly performant. Unity is a good example .net C# and C++ working together to deliver a performant solution.


> I wouldn't say it's poor performing

Let me reiterate that I meant that it was previously low performing. I've developed in .Net since 2009 but only last few years have brought significant improvements in performance.


C# is quite popular in game dev circles because of the ubiquity of the Unity engine which uses it as its scripting language.


Sure, but presumably they did not write an emulator for the switch in the unity engine...


Not sure what the first thing you should do is, but the second is set up and test backups!


Oh yes, thank you! Thinking of using https://torsion.org/borgmatic/ for my server backups and https://github.com/immich-app/immich for my photos and videos. Any x-platform solutions you may be aware of?


So close!

The first thing you should do is set up and test backups!


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