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devilish666@lemmy.world to Programmer Humor@programming.dev · 22 hours ago

At least it works

lemmy.world

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At least it works

lemmy.world

devilish666@lemmy.world to Programmer Humor@programming.dev · 22 hours ago
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  • Zorro@mander.xyz
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    13 hours ago

    Why not let the dog walk under the barrier 🤔.

    • RandomVideos@programming.dev
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      21 minutes ago

      What if the dog walks through a wall because of that? Thats a risk that cannot be taken

    • whotookkarl@lemmy.world
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      12 hours ago

      Special animation just for dog?

      silent hill 2 dog ending

  • jaybone@lemmy.zip
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    19 hours ago

    Why would dog extend human?

    • WhiskyTangoFoxtrot@lemmy.world
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      14 hours ago

      They probably thought that all their NPCs would be human when they started the game, so they named their NPC class Human. Then they decided to add dogs, but needed them to do a lot of the same things the human NPCs did, so they made the Dog class a subclass of Human.

      • dandelion (she/her)@lemmy.blahaj.zone
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        13 hours ago

        it’s probably so much worse

      • jaybone@lemmy.zip
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        14 hours ago

        What is refactoring?

    • LiveLM@lemmy.zip
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      17 hours ago

      Hmm, 4 limbs, 2 eyes, 2 ears, mammal…
      Close enough???

      • jaybone@lemmy.zip
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        15 hours ago

        See you just said mammal. Why not have them both extend from that? Then they define a property or a method which modifies how they jump over a fence.

    • underscores@lemmy.zip
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      12 hours ago

      ND answer is because the dev made the Human class before abstracting everything into the Entity class, dog should extend a game entity and not inherit the human animation behavior.

    • BehindTheBarrier@programming.dev
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      16 hours ago

      In modern games, I think it’s fairly common to have a common 3d skeletons share names. So you can make animations like the one above apply to any character even if they have differences. It doesn’t mean that dog extends human, but it may mean that a dog model shares a lot of common “bones”, that are used for movement, with a human model.

      So when a human animation is applied to the dog, you can see it warp to start position of the animation, move, and then then stop at the end position as a standing human, before warping back to idle animation (when it turns back into the dog shape)

      Related, weapons in Destiny also share the same components across weapon types, and bugs have caused one weapon type to be used for another weapon, making funny things happen. Like how a hand canon (pistol) stretches like a bow because it’s model got used in place of the bow model at the start of this clip:

      https://www.youtube.com/watch?v=0YZa9vv5U0M

    • ulterno@programming.dev
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      15 hours ago

      Yeah, seems weird.
      Normally one would use multiple horses and some ropes for that. No idea how you would manage that with a single dog

  • 2fm@lemmy.world
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    20 hours ago

    Project Zomboid!

  • AngryCommieKender@lemmy.world
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    17 hours ago

    Rather Lovecraftian, that.

  • teft@lemmy.world
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    21 hours ago

    Is that Dogmeat or the Thing?

    • whotookkarl@lemmy.world
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      12 hours ago

      T[errier]-1000

      • teft@lemmy.world
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        12 hours ago

        Same images:

    • Akagigahara@lemmy.world
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      20 hours ago

      Project Thingmeat, maybe?

  • Jakeroxs@sh.itjust.works
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    20 hours ago

    That looks crazy like Project Zomboid

  • MonkderVierte@lemmy.zip
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    19 hours ago

    It doesn’t. It clips.

    • rollerbang@lemmy.world
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      16 hours ago

      So does the human.

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