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well_ackshuallytoday at 6:40 AM2 repliesview on HN

>if skill == cleave and support == wide_sweep: make cleave radius bigger

if skill == cleave and support == focused_edge: make cleave smaller but stronger

if skill == cleave and support == twin_cleave and rule == guarded_arc: quietly move to the woods

>That can work for a demo. It gets rough once the game has lots of skills, supports, items, statuses, and encounter rules.

Laughs in path of building : https://github.com/PathOfBuildingCommunity/PathOfBuilding-Po...

Path of Exile has deeper mechanics than pretty much every other ARPGs out there, PoB covers the vast majority of them, in a beautiful mess of about 20k lines of calculations in various files.

Making it a "Compiler problem" makes it an unsolvable one in acceptable time.

Fun fact: it directly parses mods from their ingame description into a mod database that is basically a stringly typed list of whatever increases also. : https://github.com/PathOfBuildingCommunity/PathOfBuilding-Po...

Second fun fact: that's the one for Path of Exile 2, that has different mechanics. The PoE1 version is the same thing, except even larger.

So yeah, don't bother about making a compiler. Your compiler will figure out micro upgrades and die in three months when the game adds incompatible mechanics. Stay agile and on your feet.


Replies

enbuggertoday at 12:05 PM

> Making it a "Compiler problem" makes it an unsolvable one in acceptable time.

If I understand correctly, "compilation" is needed only on equipment change. I remember some FPS drop in PoE when changing the gear too.

>in a beautiful mess of about 20k lines of calculations in various files.

And is it actually suitable for realtime? PoB is not a realtime application.

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mitandertoday at 12:59 PM

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