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  <updated>2026-07-22T15:34:07&#43;02:00</updated>
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  <title>Nostr notes by Edaqa Mortoray</title>
  <author>
    <name>Edaqa Mortoray</name>
  </author>
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  <entry>
    <id>https://nostr.ae/nevent1qqspejkeyvdzswgy9kcw2xeyudyap0l0crzs6ynkjpmnnt95cx9palqzyq3auc442mqt3495l45x67a8cskksxvhfakhwe4pmp4mezj6pnn7kvr87p9</id>
    
      <title type="html">Somehow, the primary shop in my game has the code level name as ...</title>
    
    <link rel="alternate" href="https://nostr.ae/nevent1qqspejkeyvdzswgy9kcw2xeyudyap0l0crzs6ynkjpmnnt95cx9palqzyq3auc442mqt3495l45x67a8cskksxvhfakhwe4pmp4mezj6pnn7kvr87p9" />
    <content type="html">
      Somehow, the primary shop in my game has the code level name as MiniShop, despite having 5 sub-screens.  There&amp;#39;s another upgrade-shop, but it&amp;#39;s actually smaller.&lt;br/&gt;&lt;br/&gt;I debate whether it&amp;#39;s worthwhile changing code symbols as the meaning in the game solidifies.  I do find myself talking about things that players have no idea about, since I use the wrong name.&lt;br/&gt;&lt;br/&gt;#gamedev #indiedev&lt;br/&gt; &lt;img src=&#34;https://s3.wasabisys.com/pmg-media/media_attachments/files/113/724/966/460/015/112/original/9c9a986c76bf6762.png&#34;&gt; &lt;br/&gt;
    </content>
    <updated>2024-12-27T14:16:49&#43;01:00</updated>
  </entry>

  <entry>
    <id>https://nostr.ae/nevent1qqsw5tyx7qq3yafh8rx686d44ejhua8xpjs7dm0l4recaduj923acuczyq3auc442mqt3495l45x67a8cskksxvhfakhwe4pmp4mezj6pnn7k3g0pew</id>
    
      <title type="html">I guess I&amp;#39;m not fully understanding what #nullable does then, ...</title>
    
    <link rel="alternate" href="https://nostr.ae/nevent1qqsw5tyx7qq3yafh8rx686d44ejhua8xpjs7dm0l4recaduj923acuczyq3auc442mqt3495l45x67a8cskksxvhfakhwe4pmp4mezj6pnn7k3g0pew" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqs9h9qq486uqhctd23tlymd2yv7cdav55kjewjswalqm5024mktm6c4x54mw&#39;&gt;nevent1q…54mw&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;I guess I&amp;#39;m not fully understanding what #nullable does then, since it clearly does not mean things can&amp;#39;t be null, at least not in all contexts.&lt;br/&gt;&lt;br/&gt;I did use `where T: notnull` now and the error also goes away. But in my mind, that should be the default when #nullable is enabled.
    </content>
    <updated>2024-12-21T22:08:01&#43;01:00</updated>
  </entry>

  <entry>
    <id>https://nostr.ae/nevent1qqsgrkv8lqhf6e85r3n97ltd2fh3wjhyny3j48jyn8lu6y83gttktzqzyq3auc442mqt3495l45x67a8cskksxvhfakhwe4pmp4mezj6pnn7kgqx86l</id>
    
      <title type="html">But yes, nonetheless, declaring it nonnull does fix the problem. ...</title>
    
    <link rel="alternate" href="https://nostr.ae/nevent1qqsgrkv8lqhf6e85r3n97ltd2fh3wjhyny3j48jyn8lu6y83gttktzqzyq3auc442mqt3495l45x67a8cskksxvhfakhwe4pmp4mezj6pnn7kgqx86l" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqs0nx2v54pq8dq7vazu57xnk2c2ytesj4gmwhwy0avfhv35squdwlqzgq7vz&#39;&gt;nevent1q…q7vz&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;But yes, nonetheless, declaring it nonnull does fix the problem.&lt;br/&gt;&lt;br/&gt;`class Something&amp;lt;T&amp;gt; where T : notnull`&lt;br/&gt;&lt;br/&gt;But I still don&amp;#39;t understand why. It seems to go against what `#nullable enable` means.
    </content>
    <updated>2024-12-21T14:52:01&#43;01:00</updated>
  </entry>

  <entry>
    <id>https://nostr.ae/nevent1qqs0nx2v54pq8dq7vazu57xnk2c2ytesj4gmwhwy0avfhv35squdwlqzyq3auc442mqt3495l45x67a8cskksxvhfakhwe4pmp4mezj6pnn7kpdwwhd</id>
    
      <title type="html">But I have `#nullable enable` on the file, implying all ...</title>
    
    <link rel="alternate" href="https://nostr.ae/nevent1qqs0nx2v54pq8dq7vazu57xnk2c2ytesj4gmwhwy0avfhv35squdwlqzyq3auc442mqt3495l45x67a8cskksxvhfakhwe4pmp4mezj6pnn7kpdwwhd" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqs0gjz5lqzr784e2494av8kp2mly27tlwz0yry59culyqwvuz5l7fgde9lse&#39;&gt;nevent1q…9lse&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;But I have `#nullable enable` on the file, implying all references are non-null unless declared otherwise, like `T?`.&lt;br/&gt;&lt;br/&gt;Also, if I mark source as `T? source` then I get errors in my code, implying that it isn&amp;#39;t actually nullable, except in this circumstance.
    </content>
    <updated>2024-12-21T14:50:32&#43;01:00</updated>
  </entry>

  <entry>
    <id>https://nostr.ae/nevent1qqsxvj4qjj4ffhn9w5umhr20pz0ewjs296ek506d6pjuz3r4m07kttqzyq3auc442mqt3495l45x67a8cskksxvhfakhwe4pmp4mezj6pnn7klsmny3</id>
    
      <title type="html">It&amp;#39;s hard to divorce the state model of a game piece from the ...</title>
    
    <link rel="alternate" href="https://nostr.ae/nevent1qqsxvj4qjj4ffhn9w5umhr20pz0ewjs296ek506d6pjuz3r4m07kttqzyq3auc442mqt3495l45x67a8cskksxvhfakhwe4pmp4mezj6pnn7klsmny3" />
    <content type="html">
      It&amp;#39;s hard to divorce the state model of a game piece from the animation. The duration of an animation can block a state transition until the animation is complete.&lt;br/&gt;&lt;br/&gt;This is quite different from typical app programming where animations are virtually irrelevant in terms of data state.&lt;br/&gt;&lt;br/&gt;I still do state-based for my game, but I either need to have the state be aware of transmission times (fragile), or have the render layer be able to lock a piece (invasive).&lt;br/&gt;&lt;br/&gt;I suppose this isn&amp;#39;t an issue for physics based games, where the underlying animation state is a part of the true physics state. So this may only be a problem for &amp;#34;faked&amp;#34; systems like the machine in my game.&lt;br/&gt;&lt;br/&gt;#gamedev #indiedev
    </content>
    <updated>2024-11-23T11:36:55&#43;01:00</updated>
  </entry>

  <entry>
    <id>https://nostr.ae/nevent1qqs8tx02sqql2q7tpee36wzls2q8ucz09tlk6w74vt7xf4xnpvt6wqczyq3auc442mqt3495l45x67a8cskksxvhfakhwe4pmp4mezj6pnn7krcn5n7</id>
    
      <title type="html">It&amp;#39;s annoying when the thematic word for an item changes from ...</title>
    
    <link rel="alternate" href="https://nostr.ae/nevent1qqs8tx02sqql2q7tpee36wzls2q8ucz09tlk6w74vt7xf4xnpvt6wqczyq3auc442mqt3495l45x67a8cskksxvhfakhwe4pmp4mezj6pnn7krcn5n7" />
    <content type="html">
      It&amp;#39;s annoying when the thematic word for an item changes from the code word.  I had &amp;#34;gears&amp;#34; in my game, but they&amp;#39;ve been replaced with &amp;#34;vaccuum tubes&amp;#34; instead.  I keep confusing the illustrators when I refer to gears.&lt;br/&gt;&lt;br/&gt;I never know when  is the right time, if ever, to change the terminology in the code.&lt;br/&gt;&lt;br/&gt;#gamedev  #indiedev
    </content>
    <updated>2024-09-08T13:06:52&#43;02:00</updated>
  </entry>

  <entry>
    <id>https://nostr.ae/nevent1qqsr6gsn3pv6m0m3a4h6d8p0kdauujzhskejypplqmtwxc5yp9nxetszyq3auc442mqt3495l45x67a8cskksxvhfakhwe4pmp4mezj6pnn7kmsnc0a</id>
    
      <title type="html">I&amp;#39;m starting to think the reason rougelikes have custom game ...</title>
    
    <link rel="alternate" href="https://nostr.ae/nevent1qqsr6gsn3pv6m0m3a4h6d8p0kdauujzhskejypplqmtwxc5yp9nxetszyq3auc442mqt3495l45x67a8cskksxvhfakhwe4pmp4mezj6pnn7kmsnc0a" />
    <content type="html">
      I&amp;#39;m starting to think the reason rougelikes have custom game runs is just so the developer can test the various items and combinations. I&amp;#39;ll likley need the same thing in my new game.  &lt;br/&gt;&lt;br/&gt;I might just use a YAML file... though not as fun...&lt;br/&gt;&lt;br/&gt;#indiedev #gamedev
    </content>
    <updated>2024-09-08T12:29:06&#43;02:00</updated>
  </entry>

  <entry>
    <id>https://nostr.ae/nevent1qqs8ksytfkcy0cch65g99tzcuuw0dk8x7mcwn02vuafz4xm80jufxxgzyq3auc442mqt3495l45x67a8cskksxvhfakhwe4pmp4mezj6pnn7kt8ynuf</id>
    
      <title type="html">Just imagine this dropping and unfolding from the top of the ...</title>
    
    <link rel="alternate" href="https://nostr.ae/nevent1qqs8ksytfkcy0cch65g99tzcuuw0dk8x7mcwn02vuafz4xm80jufxxgzyq3auc442mqt3495l45x67a8cskksxvhfakhwe4pmp4mezj6pnn7kt8ynuf" />
    <content type="html">
      Just imagine this dropping and unfolding from the top of the screen...&lt;br/&gt;&lt;br/&gt;...so much gameplay to worry about prior to these animations though.  But you can see all the pieces are prepped for it!&lt;br/&gt;&lt;br/&gt;#indiedev #gamedev #screenshot&lt;br/&gt; &lt;img src=&#34;https://s3.wasabisys.com/pmg-media/media_attachments/files/113/017/911/574/804/428/original/ee1b2d6a0434e235.png&#34;&gt; &lt;br/&gt;
    </content>
    <updated>2024-08-24T18:21:19&#43;02:00</updated>
  </entry>

  <entry>
    <id>https://nostr.ae/nevent1qqsv8qelzrl3mz8sm4kezjjj2fz8z3f2gndcnwe97eu69ztdd3sfs7qzyq3auc442mqt3495l45x67a8cskksxvhfakhwe4pmp4mezj6pnn7k7mwh7j</id>
    
      <title type="html">I&amp;#39;m making good progress on the new graphics for my upcoming ...</title>
    
    <link rel="alternate" href="https://nostr.ae/nevent1qqsv8qelzrl3mz8sm4kezjjj2fz8z3f2gndcnwe97eu69ztdd3sfs7qzyq3auc442mqt3495l45x67a8cskksxvhfakhwe4pmp4mezj6pnn7k7mwh7j" />
    <content type="html">
      I&amp;#39;m making good progress on the new graphics for my upcoming game. Chips, tubs, and font simply not done yet. Then there&amp;#39;ll be many deatils to fix as I get the animations in place.&lt;br/&gt;&lt;br/&gt;#indiedev #gamedev #screnshotsaturday&lt;br/&gt; &lt;img src=&#34;https://s3.wasabisys.com/pmg-media/media_attachments/files/113/017/725/911/124/696/original/85573065ac85887d.png&#34;&gt; &lt;br/&gt;
    </content>
    <updated>2024-08-24T17:34:44&#43;02:00</updated>
  </entry>

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