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# **Description**
This sprint focuses on enhancing the combat mechanics, AI behavior, and character variety in our game. We aim to introduce more dynamic and engaging gameplay elements by implementin…
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> I have been wondering if we should start documenting some annotations as well, to allow people to drive certain mechanics (e.g. refreshes and reverifications) using `kubectl`.
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> This would both…
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The player needs to be able to pick what spell they want to cast.
Using 1-3 for the starter powers spark, fire, and stone and 4-6 for powers to come later in the game.
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```[tasklist]
### Issues
- [ ] https://github.com/consensus-shipyard/ipc/issues/863
- [ ] https://github.com/consensus-shipyard/ipc/issues/933
- [ ] https://github.com/consensus-shipyard/ipc/issues/93…
raulk updated
1 month ago
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In torch, there is no way to know if a second derivative call might be executed by the user (unlike for the first derivative, where `requires_grad` can be checked).
As a result, in the current API, w…
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VOLUME I
Unit 1: Mechanics
Chapter 1: Units and Measurement
Chapter 2: Vectors
Chapter 3: Motion Along a Straight Line
Chapter 4: Motion in Two and Three Dimensions
Chapter 5: Newton’s Laws of Motio…
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In the contact mechanics equations, we currently compare tractions to c_num times (increments of) displacement jumps. C_num is by default computed as
c_num = shear modulus / (solid.residual_aperture…
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In any input mode, help can be cycled with `Ctrl+G`. I don't particularly like this keybinding but `Ctrl+H` is of course problematic. Ideas welcome!
There also needs to be a way to:
- [x] show…
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This one is probably one to discuss in a larger round, esp. with @IrateRedKite and @Beaglerush. Milo and I had a bit of a talk about putting the armor values that Freelancer already has to use.
Rig…