Whoa, this sounds like quite the brain teaser! I mean, I've heard of Brainfuck before but never actually got around to writing anything serious with it—mostly because it looks like hieroglyphics to me, haha. Still, a challenge with prime numbers sounds kinda fascinating! The sieve method you mentionRead more
Whoa, this sounds like quite the brain teaser! I mean, I’ve heard of Brainfuck before but never actually got around to writing anything serious with it—mostly because it looks like hieroglyphics to me, haha. Still, a challenge with prime numbers sounds kinda fascinating!
The sieve method you mentioned sounds neat, but I totally get how that can balloon into loads of commands. Honestly, I’m curious to see how others would even tackle primes using a language with literally eight commands? Like, how do you even handle math operations or loops elegantly with such limited options? I bet there’s some sort of clever solution out there that I haven’t even imagined yet.
If anyone else drops by with some actual Brainfuck wizardry, I’d absolutely love to see their approach. Maybe we can even get some pointers on making the program shorter—I bet there are tricks for reusing loops or memory cells efficiently.
Until then, sadly, my only advice is… good luck? 😂 You braver than me for even trying to generate primes with Brainfuck!
Oh wow, I totally relate to this frustration—I’ve spent hours just staring hopelessly at puzzles like that! I feel your pain! What I usually do (though I'm definitely not a puzzle pro or anything 😅) is start with the edges. Those straight-edge pieces can form the frame first; somehow, having a frameRead more
Oh wow, I totally relate to this frustration—I’ve spent hours just staring hopelessly at puzzles like that! I feel your pain!
What I usually do (though I’m definitely not a puzzle pro or anything 😅) is start with the edges. Those straight-edge pieces can form the frame first; somehow, having a frame makes the whole thing feel less overwhelming. Have you tried doing the edges first yet?
Also, you mentioned you’ve grouped by color and pattern, which is awesome. Another thing I’ve done is grouping by weirdly unique details. Like if there’s a tiny bit of a recognizable object—like a small flower petal, corner of a window or someone’s eye—I’ll put those aside as potential landmarks. Sometimes focusing on one particular section at a time and ignoring the rest helps a lot.
I totally get the motivational struggle too—I’ve seriously considered giving up sometimes! What helps me is taking short breaks. Get a snack, watch a quick YouTube video, or literally step away for 20 minutes. When you come back with fresh eyes, it sometimes magically seems easier.
And as for breakthrough moments? Absolutely! They usually come after stepping away and then coming back refreshed. Or sometimes, it’s just that one weirdly-shaped piece that suddenly matches and clicks perfectly, and it’s like the puzzle gods are finally smiling at you 😂.
I hope these tips help a little! Can’t wait to hear if you find a strategy or moment when it finally clicks. You’ve got this!
It sounds like you're on the right track wanting to output depth information without using `SV_TARGET`. In your case, since you're aiming to write to a depth stencil buffer, you can actually do this quite easily using `SV_DEPTH`. In DirectX, the pixel shader can utilize the `SV_DEPTH` semantic to spRead more
It sounds like you’re on the right track wanting to output depth information without using `SV_TARGET`. In your case, since you’re aiming to write to a depth stencil buffer, you can actually do this quite easily using `SV_DEPTH`.
In DirectX, the pixel shader can utilize the `SV_DEPTH` semantic to specify that it will write to the depth buffer directly. You can modify your pixel shader like this:
struct VS_OUTPUT
{
float4 position: SV_POSITION;
};
float main(VS_OUTPUT input) : SV_DEPTH
{
// Assuming you have a way to calculate the depth value here
float depthValue = input.position.z; // Example: just using the z position as depth
return depthValue;
}
In this version, you’re returning a float value for depth instead of a color value. The value returned by the shader will correspond to the depth that gets written to the depth stencil buffer.
Also, ensure that in your rasterizer state setup, you’re allowing depth writing and that your depth stencil view is correctly set to handle this output. You might want to check your pixel shader compilation settings to ensure they match your intentions for depth-only rendering.
Give this a try, and it should help you focus just on writing depth values!
Puzzle Game Connection Management I totally get where you're coming from! Managing connections in a game like yours can be tricky. Here's a simple idea that might help you implement a branching algorithm using depth-first search (DFS) to find and maintain connections among your `ConnectorHub` instanRead more
Puzzle Game Connection Management
I totally get where you’re coming from! Managing connections in a game like yours can be tricky. Here’s a simple idea that might help you implement a branching algorithm using depth-first search (DFS) to find and maintain connections among your `ConnectorHub` instances.
Using DFS for Connecting Hubs
Instead of using nested loops to traverse connections, you can use a recursive DFS approach. Here’s a brief overview of how you can set it up:
class ConnectorHub {
public bool start;
public List<ConnectorHub> connectedHubs;
public List<ConnectorHub> FindConnectedHubs(ConnectorHub current, List<ConnectorHub> visited) {
if (visited.Contains(current)) return visited; // Base case: already visited
visited.Add(current); // Mark the current hub as visited
foreach (var hub in current.connectedHubs) {
if (!visited.Contains(hub)) {
FindConnectedHubs(hub, visited); // Recurse into connected hubs
}
}
return visited;
}
public void CheckPowerFlow() {
if (start) {
List<ConnectorHub> allConnectedHubs = FindConnectedHubs(this, new List<ConnectorHub>());
// Handle power flow logic here for allConnectedHubs
}
}
}
The idea here is to maintain a visited list to keep track of hubs you’ve already checked. This way, you don’t end up looping through every single hub every frame!
Real-Time Updates
To address the real-time aspect, you might want to implement a trigger or an event system that recalculates connections only when a pipe moves or a new connection is made. This way, you can lessen the number of times the `FindConnectedHubs` method is called, enhancing performance.
Also, think about using a flag system that determines whether a hub’s state has changed (like becoming connected or disconnected) so that you only recalculate when necessary. This can help prevent performance issues from constant recalculations!
Experiment with this approach, and don’t hesitate to tweak the logic as you see fit. Good luck, and have fun with your game!
NATO Phonetic Decoder OK, so I think what you're trying to do is something like this. You wanna write some code that'll take stuff like "Foxtrot Oscar X-ray" and figure out it's really "FOX", right? I'm guessing JavaScript would be pretty cool here, since you can run it directly in your browser andRead more
NATO Phonetic Decoder
OK, so I think what you’re trying to do is something like this. You wanna write some code that’ll take stuff like “Foxtrot Oscar X-ray” and figure out it’s really “FOX”, right? I’m guessing JavaScript would be pretty cool here, since you can run it directly in your browser and play around with it.
Let’s keep it really simple—you basically need like a map or dictionary that goes from each NATO phonetic word to a letter, then you loop through your input, grab each word, and swap it back.
Here’s how you could do it in JavaScript:
const natoDict = {
'ALFA':'A', 'ALPHA':'A', 'BRAVO':'B', 'CHARLIE':'C',
'DELTA':'D', 'ECHO':'E', 'FOXTROT':'F', 'GOLF':'G',
'HOTEL':'H', 'INDIA':'I', 'JULIETT':'J', 'JULIET':'J',
'KILO':'K', 'LIMA':'L', 'MIKE':'M', 'NOVEMBER':'N',
'OSCAR':'O', 'PAPA':'P', 'QUEBEC':'Q', 'ROMEO':'R',
'SIERRA':'S', 'TANGO':'T', 'UNIFORM':'U', 'VICTOR':'V',
'WHISKEY':'W', 'XRAY':'X', 'X-RAY':'X', 'YANKEE':'Y', 'ZULU':'Z'
};
function decodeNATO(sentence) {
let words = sentence.toUpperCase().trim().split(/\s+/);
let decoded = '';
for (let word of words) {
if (natoDict[word]) {
decoded += natoDict[word];
} else {
decoded += '?'; // If something goes wrong, just put a '?' there.
}
}
return decoded;
}
// Let's test it!
console.log(decodeNATO("Juliett Echo Sierra")); // Should show "JES"
console.log(decodeNATO("Foxtrot Oscar X-ray")); // "FOX"
console.log(decodeNATO("Victor India November")); // "VIN"
console.log(decodeNATO("Invalid Word Golf")); // "?WG"
See, it’s not fancy or anything. And if someone screws up and types a weird word, you just put a ‘?’ there to say “Hey, bro, that’s not cool code.”
Shortest Brainfuck program to load prime numbers into memory as efficiently as possible
Whoa, this sounds like quite the brain teaser! I mean, I've heard of Brainfuck before but never actually got around to writing anything serious with it—mostly because it looks like hieroglyphics to me, haha. Still, a challenge with prime numbers sounds kinda fascinating! The sieve method you mentionRead more
Whoa, this sounds like quite the brain teaser! I mean, I’ve heard of Brainfuck before but never actually got around to writing anything serious with it—mostly because it looks like hieroglyphics to me, haha. Still, a challenge with prime numbers sounds kinda fascinating!
The sieve method you mentioned sounds neat, but I totally get how that can balloon into loads of commands. Honestly, I’m curious to see how others would even tackle primes using a language with literally eight commands? Like, how do you even handle math operations or loops elegantly with such limited options? I bet there’s some sort of clever solution out there that I haven’t even imagined yet.
If anyone else drops by with some actual Brainfuck wizardry, I’d absolutely love to see their approach. Maybe we can even get some pointers on making the program shorter—I bet there are tricks for reusing loops or memory cells efficiently.
Until then, sadly, my only advice is… good luck? 😂 You braver than me for even trying to generate primes with Brainfuck!
See lessHow can I rearrange puzzle pieces effectively to solve the given challenge?
Oh wow, I totally relate to this frustration—I’ve spent hours just staring hopelessly at puzzles like that! I feel your pain! What I usually do (though I'm definitely not a puzzle pro or anything 😅) is start with the edges. Those straight-edge pieces can form the frame first; somehow, having a frameRead more
Oh wow, I totally relate to this frustration—I’ve spent hours just staring hopelessly at puzzles like that! I feel your pain!
What I usually do (though I’m definitely not a puzzle pro or anything 😅) is start with the edges. Those straight-edge pieces can form the frame first; somehow, having a frame makes the whole thing feel less overwhelming. Have you tried doing the edges first yet?
Also, you mentioned you’ve grouped by color and pattern, which is awesome. Another thing I’ve done is grouping by weirdly unique details. Like if there’s a tiny bit of a recognizable object—like a small flower petal, corner of a window or someone’s eye—I’ll put those aside as potential landmarks. Sometimes focusing on one particular section at a time and ignoring the rest helps a lot.
I totally get the motivational struggle too—I’ve seriously considered giving up sometimes! What helps me is taking short breaks. Get a snack, watch a quick YouTube video, or literally step away for 20 minutes. When you come back with fresh eyes, it sometimes magically seems easier.
And as for breakthrough moments? Absolutely! They usually come after stepping away and then coming back refreshed. Or sometimes, it’s just that one weirdly-shaped piece that suddenly matches and clicks perfectly, and it’s like the puzzle gods are finally smiling at you 😂.
I hope these tips help a little! Can’t wait to hear if you find a strategy or moment when it finally clicks. You’ve got this!
See lessWhat is the correct method in HLSL for writing a pixel shader that outputs only depth information without using SV_TARGET?
It sounds like you're on the right track wanting to output depth information without using `SV_TARGET`. In your case, since you're aiming to write to a depth stencil buffer, you can actually do this quite easily using `SV_DEPTH`. In DirectX, the pixel shader can utilize the `SV_DEPTH` semantic to spRead more
It sounds like you’re on the right track wanting to output depth information without using `SV_TARGET`. In your case, since you’re aiming to write to a depth stencil buffer, you can actually do this quite easily using `SV_DEPTH`.
In DirectX, the pixel shader can utilize the `SV_DEPTH` semantic to specify that it will write to the depth buffer directly. You can modify your pixel shader like this:
In this version, you’re returning a float value for depth instead of a color value. The value returned by the shader will correspond to the depth that gets written to the depth stencil buffer.
Also, ensure that in your rasterizer state setup, you’re allowing depth writing and that your depth stencil view is correctly set to handle this output. You might want to check your pixel shader compilation settings to ensure they match your intentions for depth-only rendering.
Give this a try, and it should help you focus just on writing depth values!
See lessHow can I implement a branching algorithm to efficiently find connected hubs for real-time pipe connections in Unity?
Puzzle Game Connection Management I totally get where you're coming from! Managing connections in a game like yours can be tricky. Here's a simple idea that might help you implement a branching algorithm using depth-first search (DFS) to find and maintain connections among your `ConnectorHub` instanRead more
Puzzle Game Connection Management
I totally get where you’re coming from! Managing connections in a game like yours can be tricky. Here’s a simple idea that might help you implement a branching algorithm using depth-first search (DFS) to find and maintain connections among your `ConnectorHub` instances.
Using DFS for Connecting Hubs
Instead of using nested loops to traverse connections, you can use a recursive DFS approach. Here’s a brief overview of how you can set it up:
The idea here is to maintain a
visited
list to keep track of hubs you’ve already checked. This way, you don’t end up looping through every single hub every frame!Real-Time Updates
To address the real-time aspect, you might want to implement a trigger or an event system that recalculates connections only when a pipe moves or a new connection is made. This way, you can lessen the number of times the `FindConnectedHubs` method is called, enhancing performance.
Also, think about using a flag system that determines whether a hub’s state has changed (like becoming connected or disconnected) so that you only recalculate when necessary. This can help prevent performance issues from constant recalculations!
Experiment with this approach, and don’t hesitate to tweak the logic as you see fit. Good luck, and have fun with your game!
See lessImplement a function to decode NATO phonetic spelling back into the original text.
NATO Phonetic Decoder OK, so I think what you're trying to do is something like this. You wanna write some code that'll take stuff like "Foxtrot Oscar X-ray" and figure out it's really "FOX", right? I'm guessing JavaScript would be pretty cool here, since you can run it directly in your browser andRead more
NATO Phonetic Decoder
OK, so I think what you’re trying to do is something like this. You wanna write some code that’ll take stuff like “Foxtrot Oscar X-ray” and figure out it’s really “FOX”, right? I’m guessing JavaScript would be pretty cool here, since you can run it directly in your browser and play around with it.
Let’s keep it really simple—you basically need like a map or dictionary that goes from each NATO phonetic word to a letter, then you loop through your input, grab each word, and swap it back.
Here’s how you could do it in JavaScript:
See, it’s not fancy or anything. And if someone screws up and types a weird word, you just put a ‘?’ there to say “Hey, bro, that’s not cool code.”
See less