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Doing testing on closures. This also makes my head hurt. What do you think this will print? local t = { bar = 100 f = function() { print(this.bar) } } t2 <- { bar = 200 } t2.f <- t.f local r = { bar = 1000 function do_call(f) { f() } } r.do_call(t2.f) Now with Answers Well, not answers in the definitive truth of the universe way… If you compile and run this code in Squirrel , the answer is 1000.
Two months after our previous alpha , we are pleased to release Godot 3.1 alpha 2 , a new development snapshot of the master branch, moving slowly but steadily towards the beta status. Contrarily to our 3.0.x maintenance releases , which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the new features (and subsequent bugs!
These next two pieces have a lot in common. Both are fairly serious criticisms of the ludic and narrative handling of some elements of the game. These pieces call out the game’s allusions to political Realism, the problem of the.
Two years ago I did a small utility to help with Vulkan (SPIR-V) shader compression: SMOL-V (see blog post or github repo). It is used by Unity, and looks like also used by some non-Unity projects as well (if you use it, let me know! always interesting to see where it ends up at). Then I remembered the github issue where SPIR-V compression was discussed at.
And this bold statement is not (only) marketing speak, the winner of GitHub Game Off 2017 was indeed a Godot-made game by Securas, Daemon vs Demon. The 2018 edition of the month-long jam focusing on free and open source game development tools is about to start again on November 1st. Check the details on itch.io: Game Off 2018. Edit: The Game Off 2018 theme is HYBRID !
Moving into the middle the pack, the two pieces that occupy fifth and sixth on my list are very different from one another. One, a thoughtful analysis of the game, and the other a meta-analysis of the early reception of.
Introduction and index of this series is here. When I originally played with the Unity Burst compiler in “Part 3: C#, Unity, Burst”, I just did the simplest possible “get C# working, get it working on Burst” thing and left it there. Later on in “Part 10: Update C#" I updated it to use Structure-of-Arrays data layout for scene objects, and that was about it.
Introduction and index of this series is here. When I originally played with the Unity Burst compiler in “Part 3: C#, Unity, Burst”, I just did the simplest possible “get C# working, get it working on Burst” thing and left it there. Later on in “Part 10: Update C#" I updated it to use Structure-of-Arrays data layout for scene objects, and that was about it.
Doing testing on closures. This also makes my head hurt. What do you think this will print? local t = { bar = 100 f = function() { print(this.bar) } } t2 <- { bar = 200 } t2.f <- t.f local r = { bar = 1000 function do_call(f) { f() } } r.do_call(t2.f). Now with Answers. Well, not answers in the definitive truth of the universe way. If you compile and run this code in Squirrel , the answer is 1000.
The bottom four of my Top 10 represent a pretty diverse set of posts, taken from across a fairly long period of time - including one of the oldest, as well as one of the most recent. #10 - an.
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