u/cenkerc
in xfce/x11 is there any way to increase the invisible resize border / mouse hitbox around windows?
i don’t mean font scaling or dpi. i mean the area where the cursor detects the window edge for resizing. right now i have to place the mouse very precisely on the border and i want the resize area to be a few pixels bigger.
is this configurable in xfwm4 or only theme-dependent?
i know it is my decision, but if you were in my place what would you do? be realistic but dont be mean :d
honestly, i have kind of lost hope in the project. i have been working on it for 3 years, but that does not really matter. i have started another project already. the game did not get much attention and it did not seem to be liked. i have not added some of the ideas i had yet, like tabletop examples, card games, bomberman-like modes, simple super crate box-style gameplay, geometry dash-like mods, etc. but even if i added them, i do not think it would change much.
visually, i went with an .io style web game design, but users did not really understand it, or maybe i could not explain it properly. maybe i chose the wrong name. if i had added “.io” at the end, it might have been clearer, but i guess it does not really matter anymore.
when i posted it on the destroy my game subreddit, it kind of opened my eyes to the issues. i also got some insults of course :d they removed the post saying it was “advertising”, but my intention was not promotion. still, it affected my motivation a bit. it felt like i had to face reality. i never really expected it to become very popular, but i also did not expect it to get almost no attention at all.
now i am thinking maybe i should just make it free so i do not give players false hope and if they like they can buy support dlcs. i might still add mods from time to time, but i am not sure if i will keep doing that if it becomes free. Or I can continue to work and sale it with very low price 3 dollars and free 2 keys that they can share.
my original goal was to make something like the online version of pico-8 or ufo 50, with built-in games you can play with friends, and also the ability to create your own games. i actually took the name from garry’s mod, not sure what i was thinking there. that might have been another mistake. but it is definitely not like garry’s mod just lua part
Wishlist my two game please.
https://store.steampowered.com/app/4185770/cenkers_mod/
https://store.steampowered.com/app/4580790/Mine_Mage_Minion/
In this video, implemented a 3D Boids (Flocking) system on top of my existing Flowfield pathfinding.
The secret to this scale is Spatial Hashing. Instead of O(n²) brute-force checks, agents only "talk" to their immediate neighbors in a 3x3x3 chunk grid, allowing for complex social behaviors like Separation, Alignment, and Cohesion at an incredible scale.
Spatial Hashing (Spatial Partitioning): To handle neighbor queries I implemented a 3D Spatial Hash Map. Each agent only checks 27 surrounding chunks (3x3x3), updated only when crossing chunk boundaries to minimize overhead.
3D Boids Logic (Flocking): Agents exhibit natural group behaviors. Separation prevents overlap, Alignment matches group velocity, and Cohesion keeps same-type agents together. Flying NPCs use a 3D steer-to-target model, while ground agents respect gravity.
Hybrid Pathfinding (Flowfields + Boids): Agents combine global Flowfield data (O(1) lookup) with local Boids vectors. This creates a "herd mentality" where NPCs navigate toward the player while realistically avoiding and reacting to each other.
Architecture (ECS & SoA): Built on a custom Entity Component System with Structure of Arrays (SoA) layout. This ensures maximum cache efficiency and allows the CPU to process tens of thousands of updates in milliseconds.
Physics Tickrate (20 Hz) & Interpolation: The simulation runs at a fixed 20 TPS for stability, while the renderer uses linear (Lerp) and spherical (Slerp) interpolation to provide buttery smooth 60+ FPS visuals.
GPU Instancing
APU Benchmark: Entirely recorded on an AMD APU (Integrated Graphics). This proves that with optimized C++ and smart algorithms, you don't need a high-end GPU to achieve massive scale.
or do you always cache current ms and minus at end of function to check each functions?