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Thank you for sharing, I appreciate the emphasis on local speed and privacy. As a current user of Hex (https://github.com/kitlangton/Hex), which has similar goals, what are your thoughts on how they compare?


I did this recently, though on a much lower budget. You don’t need to buy a new $150 magic keyboard or a 3d printer.

1. Buy an old A2449 keyboard, ideally one with broken keys or battery but working touch ID. I got mine for $45 shipped. Recent listing example: https://www.ebay.com/sch/i.html?_nkw=magic+keyboard+a2449&_s...

2. Pry it apart as described in the article (really, there is so much glue) and then use some spare Legos to make an enclosure like this person: https://grepjason.sh/2022/standalone-touch-id-part-2

The standalone Touch ID key button is just under the size of 2x2x1 Lego. I integrated mine into a space diorama set for better vibes: https://imgur.com/a/Im7t9Xb


That’s such a cool Lego diorama. Beautifully done!



Excellent article, and I appreciate how you gave an overview of solutions that didn't make sense for you but were otherwise important to know about.

Could you expand on how your pathfinding works for both ground-based and flying enemies? I've been trying to wrap my head around how to handle this on my own game, and trying not to invent a wholly separate solution for enemies than can avoid obstacles vertically.


The scaffolding is built from convex volumes, and I know which cuboid faces are "walls" and which are "windows" so I link the windows into a graph where the shared-faces are waypoints and do A*, using straight-line distance as the cost function.

Big obstacles are just built from the scaffold itself, and small obstacles are avoidable by just doing "whisker-traces" to veer around them (the navigation path is a movement hint used to calculate accelerations, not followed strictly).


Given a long enough path, does this lead to enemies always flying through the center of “windows”?


Not OP but hobby gamedev here:

Yes, but that's why ~~good~~ fun enemy AI for games is both an art and a science.

My approach is that the path from the pathfinding algorithm is just a known good solution. The path the agent gets back from the algorithm doesn't have to be just a list of Vector3's for the window centers. It could get back a list of each window quad instead, and then aim for a random point in the next quad shifted by the distance between the two quads. You can also do some raycasts from each agent occasionally to do local-avoidance-type behavior (which you'll likely have to do anyway so that enemies spread out a bit and avoid non-static geometry).


I'd also ask if this isn't somewhat accurate for how people would do things? We have specific rules that we have internalized on what side of a road to drive on. But, absent those rules, it isn't uncommon to just drive down the center of the road. Largely expected on many surface streets that don't have brightly painted lanes and large shoulders.

To that end, you could always encode the rule of what side of a window to aim for? Something you probably want to do if you are going to be aiming for bidirectional agents going through them?


They did in my janky initial impl, but in the current version waypoint interfacing "windows" are now quads.


I love IRL Crokinole so much that I made a single-player tower-defense-ish version of it for the browser: https://games.charlietran.com/crokunolu/

Made it with the Crisp game library which I highly recommend for quickly making charming little 2D games: https://github.com/abagames/crisp-game-lib


Very fun. Unfortunately there is a way to, in my opinion, cheese it. I made it to 2485 on my second attempt.

Reversed to avoid spoiling the game: .gard ot reyalp eht gnicrof yb devlos eb dluoc siht ebyaM .kcab ot kcab tsrub eht reggirt ylbailer ot mhtyhr a ni taht od ot eunitnoc tsuj nac uoy ,kcilc ot ecalp thgir eht dnif uoy fI


This is a hilarious way to provide spoilers without spoiler tag support.


That's great feedback, thank you. I built a rudimentary control scheme on top of the minimal Crisp library and will take a look into doing a little more with it.


Cheesed the game, this person has.


Good job. Problem with a game like this is that it's too deterministic, you use the exact amount of impulse to aim the disc at the exact same spot every time. If you have decent handeye coordination it swiftly becomes rather trivial.

The real game is less deterministic purely by having to contend with messy real world physics. If you want to make the game a little more engaging, I'd recommend trying to figure out a way to mix up where you have to fire the shots from, etc, add blockers to get in the way to shuffle the timing, etc.


This is true, I jammed the game out rather quickly but next thing I’d try is a hold-for-power control scheme (like the interactive demos in the article)


as someone who has made huge mammoth games that I have never finished, this is the most well executed stylistic epic damn thing EVER. From the sounds to the low res, love it.


Wonderful and charming. Thanks for sharing the game and the link to the engine!


This is a thing of beauty. Thank you for sharing!


This is super fun; easy to get into and really nice that it has proper mobile support, great stuff!


Nice game, works great on mobile


Love it!


from the context in the article, this seems to be the Spanish equivalent of “jack of all trades, master of none”


I think it has more of a negative connotation in the context of thinking you are a "master of all trades" despite not.


The workaround/hack is to send your token via the "Sec-WebSocket-Protocol" header, which is the one header you're allowed to set in browser when opening a connection. The catch is that your WebSocket server needs to echo this back on a successful connection.


This is excellent! There used to be a similar app called "Sticky AI", but the company abandoned it after a while and the backend for the app shut down. This works great and has no external dependencies.


(disclosure: I work on the backend at Parsec)

For those who don't know either company: Unity is a popular 2D/3D commercial game engine, and Parsec is a low-latency remote desktop tool that initially focused on gaming, but pivoted to an enterprise product for remote creative teams during the pandemic.


As someone who used Parsec for ages to game at 1440p 60hz via AWS on my old-as-sin MacBook: thank you for the amazing work you and your team mates did, and I'm stoked to see the company have such success!


I use parsec at home to run a gaming machine in a gaming room... and use the same machine as an art creation machine in another room, parsec is one of the few solutions that plays well with pressure and stylus, custom resolutions and even 120 hz (surprisingly useful when trying to have responsive UI in art apps)

any of that going to change?


[flagged]


And? They lose absolutely nothing by asking.


Thank you! When I read the title I only knew about https://hackage.haskell.org/package/parsec, and for a moment I was very confused


Same here. I thought, "What does Unity want with a parsing library written in Haskell, and why is it worth $320M?"


Naming things are hard :)


Well, I read it and thought, “I loved Parsec on my TI-99 and the speech synthesis was amazing…but…$320MM?”


And here I was thinking some sort of FTL company. $320M seemed cheap.


Amazing app, glad to see the pivot. It is a great fit.


I can't quite tell from the webpage. "Parsec for Teams": is that an AR-meeting-room-with-avatars kinda thing? Or is there some kind of photogrammetry?

Oh -- I see, it's for creative teams to share their design work? sketches, models, etc?


It’s the remote control product, with some extra features and permissions for teams (useful for having a cluster of devices and assigning them out to remote workers who need specific hardware etc).

https://parsec.app/teams/


Thanks! This is exactly the summary I came looking for for in the comments.( thanks to my ADHD riddled monkey brain)


I use Parsec to access my amateur radio shack computer remotely! Good stuff!


Congrats on the (hopeful) windfall!


How is this related to the existing bypass-paywalls extensions from https://github.com/iamadamdev?


Hard fork/mirror after very slow progress ... Lots of new sites and features.


Ninefox Gambit / Raven Strategem were great, my favorite military sci-fi since Old Man's War.


The Red Trilogy is very good military sci-fi as well. I may have accidentally consumed the entire thing in a week.


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