It lives at https://lyte2d.com and the source is at https://github.com/lyte2d/lyte2d. Check it out at your leisure!
644 karma · joined July 4, 2017
It lives at https://lyte2d.com and the source is at https://github.com/lyte2d/lyte2d. Check it out at your leisure!
Well that's the key. The current administration is doing its best to sabotage science.
It's also on-screen. What's missing is the acceptable ranges -- +/- 100 for altitude, +/- 50 for speed, per the post. Knowing that the slop for altitude is much higher is definitely helpful information.
The region of reversed command -- pretty cool that such a simple NES game managed to replicate that counter-intuitive part of the flight envelope.
https://agairupdate.com/2021/10/02/the-region-of-reversed-co...
Interestingly, the instructions are actually all correct. If it says, "Left! Left!" for instance you will crash if you don't fix it.
I think the disconnect might be that altitude and speed somewhat feedback on each other and it takes time for your inputs to settle, so it always feels like you're chasing the instructions.
Well, you don't get the 10,000 bonus points
Kind of like how people use docker for evrything, when what you really should be doing is learn how to package software.
Sure sounds to me like you meant "all".
The EGCS fork killed GCC
I have a feeling iced would work similarly well but the documentation situation wasn't as good last I checked.
Soooo instead now we're going to be in a situation where you're going to be writing "lazy import ..." 99% of the time: unless you're a barbarian, you basically never have side effects at the top level.
> This is generally good advice. Usually, extra allocations are fine, and the resulting performance degradation is not an issue. But it is a little strange that it allocations are encouraged in an otherwise performance-forcused language, not because the program logic demands it, but because the borrowchecker does.
I often end up writing code that (seems) to do a million tiny clones. I've always been a little worried about fragmentation and such but it's never been that much of an issue -- I'm sure one day it will be. I've often wanted a dynamically scoped allocator for that reason.
This is also mentioned in the gui docs here https://github.com/emilk/egui#why-immediate-mode:
> egui only repaints when there is interaction (e.g. mouse movement) or an animation, so if your app is idle, no CPU is wasted.
Yeah, like every other conceivable feature, ever.