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I, uh, dreamt about howling at the full moon ;;;;;;

Elfi boosted

thinking about this fake ad from the 1993 space quest 5 manual that somehow isn't outdated at all

@softgoat@computerfairi.es Yeah, you can usually turn off the cellular radio and it won't do much if you don't add a SIM card

@evie seems like you'd really be better off painting them on

This joke has been done like a million times before I'm sure, but my brain reinvented it as part of a subconscious effort to do anything but remember my C# syntax

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NFT? more like "no fucking thanks"

damp werewolf 

@D6016 that's gonna be a big shake

@luna@hellsite.site I feel like we're seeing the possible implementation a bit differently, but either way, yeah, fortunately Godot does offer thread synchronization primitives! The lack of exception handling is really jarring for how much GDscript tries to emulate Python in every other way, though.

@luna@hellsite.site Yeah, most cases, but small is not necessarily impossible, and I'd prefer to eliminate any source of ambiguity if I'm to be implementing replays in my games

Plus honestly I feel like I should be migrating to C# outside of the prototyping stage anyway 🤷

@luna@hellsite.site I know in some other languages, e.g. lua, errors are an optional return for handling after the call, but I don't think that's an option in GDScript

@luna@hellsite.site As for per-thread exceptions, honestly I don't know, I'd have to dig into Godot's code to be sure. At least an exception being thrown from another thread would (ideally) encapsulate what went wrong for the thread handling it

@luna@hellsite.site Look Before You Leap

@luna@hellsite.site additionally Godot is designed to keep on trucking if there's an error, even if there are cases where you'd want to handle that error instead of ignore it

@luna@hellsite.site LBYL error handling leaves the state open to change between the looking and leaping, which can very easily happen with the multithreaded model or netcode

It's honestly funny, I hadn't even run into any issues, I just thought "What is GDscript's exception handling syntax?" when I woke up this morning, looked it up, and discovered there isn't any, and the devs being obstinate in the face of very real use cases

like

christ

easiest way to make you unable to be taken seriously

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@noelle Well, GDScript isn't the only programming option available for it, but it does make things a LOT more difficult since AFAIK even with C# you can't catch engine errors

Honestly I'm half-tempted to toss it all again and start from something else, but at this point I don't know *what*

TIL 's GDscript has no exception handling, by design. Do you want race conditions? Because that's how you get race conditions!

Anyway I guess I'm picking up C# today

I went to bed and woke up with the desire to lay in the arms of a big werewolf aaaaa

@gmsh depending on who you ask, yeah

Bite girls with permission :blobcat:

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