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Joined 4 months ago
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Cake day: July 19th, 2025

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  • Most things work great out of the box these days. If you do your gaming through Steam already then it’s the easiest it could be. Otherwise you can download some other platform like Lutris to manage your compatibility for you

    There are definite exceptions though. There’s this great website ProtonDB that tells you how compatible games are if you want to look before you leap.

    Kernel-level anticheat can make some games unplayable on Linux. Basically, it’s intended to detect cheaters, but it gives false positives on Linux. On the flip side, the software is super invasive, like once you’re aware of how it works it will make you wonder why anybody would allow that shit on their computer. Probably because they don’t know any better, but still. This is more of a problem with high budget PvP games like Call of Duty, so depending on your taste you may never encounter it

    Hardware for the most part seems to just work through plug and play. However, if your stuff is highly customizable through software - like Razer Synapse/Chroma/whatever they call it these days - you may not have access to all the features.

    Most Linux installers give you the option to just try out the OS in a non-permanent environment. So you could find a distro that appeals to you and then give it a test run without comitting to a full installation. It’d be a good way to see if there’s any hardware or compatibility issues.

    If you have an Intel/Nvidia rig and are thinking about gaming, I recommend pop_os! I’ve been using it for a few years now and I have no complaints.


  • Unfortunately, it looks like drawing a big rectangle is the only method to calculate area that’s baked into Godot. You could get the Area2D’s CollisionShape2D children, and then for each child you can child.shape.get_rect().get_area()

    Now, if you’re getting each shape anyway, and you know what kind of shape it is, you can use the appropriate formula to calculate area. For instance, if it’s a CircleShape2D, you can check the radius and get something like var area = shape.radius * shape.radius * PI

    For a polygon it becomes more complicated. You can get the points of the polygon and then use Geometry2D.triangulate_polygon() to get an array of triangles inside that polygon. You can then calculate the area of each triangle and sum them to get your total area. There’s no built-in way to do this, so it’s left as an exercise for you.

    The question I have to ask: from a design standpoint, is the exact size of each country truly important to the game? For the sake of argument, Canada is a really quite large country, but it’s sparsely populated. A lot of the land is frankly not very habitable. If I was going to abstract a surrender-factor, I’d think about “population” filling a role that you’re thinking of for “area.” If that were the case, you could just attach a property to each country manually. Maybe a little more work upfront depending on how many countries or regions you’re including, but it’s definitely cognitively simpler.