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@Revan how the fuck is it going to fall out of LEO
@Grenade123 i'm aware but it's minimal
much heavier objects are a lot more prectible because of their mass
the ISS is in a position where the cost in fuel of pushing it is less than what it would cost for every resuply mission to get to that higher orbit
if you put it on the moon it would cost many times more
@Dionara you can't have a self sustaining colony on the moon
mars has water, minerals, energy, an atmosphere to keep you from getting cancer
a lot less than earth, but infinitely more than the moon
the moon has rocks that have to be melted to filter out the minerals, little to no chemical energy, no water, and a whole lot of depression
the surface is basically unform, and completely useless for growing things
@Revan Kotlin and groovy are far from "Java with nicer syntax"
C++ doesn't allow most of the pointer casts involved with idiomatic C
You have to extern "C" all C headers to make sure symbols aren't mangled
@Revan it doesn't, under the spec you can only up/downcast pointers
The compilers let you deviate from the specs but that doesn't really count as a language feature
@GingaBomber let me guess, unity? ๐ข
i mean i'm on a 3 person team and unity was just completely awful
we dont even use the unreal source control features
but unity's UI system is absolute garbage (world space UIs are buggy as hell too),
shader development requires hopping to/from an external program and is a real pain in the ass
the animation system is inferior for basically every use case
building lightmaps is REALLY slow in unity, has very little tuning options, and looks inferior if you compare a well tuned unity scene with one from UE
unreal comes with automatic LODs, and has a pretty nice system of managing LODs directly from the static mesh
unreal comes with many options for generating collision meshes
i can go on
there are types of shaders unity straight up doesn't support
so it is actually severely limiting depending on what you are trying to do
literally the only thing unity has better than UE is docs and their level editor is slightly easier to use
also there are many scripting languages ported to UE
i'm not sure how comprehensive they are since i'm fine with C++
Qt has their own preprocessor which makes using it a bit easier
@Grenade123 it is, VC++ has GCed reference types
because they exposed all of lua's symbols which prevented LTO
and even to this day it's trivial to hook the vm, they don't even bother protecting it
basically after your executable is glued together it performs additional optimizations such as inlining and tweaking register allocation
we must create the timcast lore
in the omniverse we have
tim, the protagonist
stoned tim, he's just stoned lol
and the evil borther with no beanie
@Howler4695 we talked about it somewhat earlier today in <#399319255386161152>
it's hard for people that believe in individuality to make a collective push
the issue is you get less leverage when you can't speak for a large group
sargon usually makes arguments for individual issues instead of assuming a blanket set of values over a large group
```Including results for redtube.
Search only for "dtube.com"?```
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