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Cake day: July 19th, 2025

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  • 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.





  • I got back together with an old tabletop group recently.

    Five or six years ago we wrapped up the campaign we were running to take a little break. Scheduling became tricky, a couple of people were expecting their first child and some others were starting new jobs. Without a common meeting, the group just kind of faded out.

    Anyway, a couple months back I bump into one of the players and we start talking. Shortly after that, he starts up a new group chat trying to get the band back together.

    My mental health has been an absolute shitshow the last several years, so I really agonized over whether I wanted to try to get back together or embrace the solitude that I desperately crave for my free time. Well, I went against my initial judgment and it’s been awesome playing with likeminded people again.

    A couple of friends still can’t really make it, the schedule is too difficult with young kids. But we brought in a couple new players too and the funny thing is that even with new people it still feels like old times.


  • Credit where it’s due, around the time Dying Light 1 came out, Roger Craig Smith was lending his voice to Chris Redfield, one of the more iconic zombie guys from Resident Evil.

    My favorite Redfield moment was when, without a shred of irony, he talks smack about the villain acting like a comic book villain. Then in the same breath, he punches a six-ton boulder into submission.

    Dying Light also really kinda shook up the zombie slaying dynamic with parkour. It seems like a fairly minor thing now, but that freedom of movement was a pretty big deal at the time, even if it was pretty janky.

    Narratively, I agree that Crane isn’t a very strong character. He’s a dime-a-dozen government goon turned idealist. I don’t even remember how the story ends, or even most of the major beats except for a couple of major characters.

    But at the time, to kick zombie butt while scooting around the rooftops and listening to Chris Redfield quip one-liners: those were special times even if it was a decade ago. They’re probably trying to recapture that magic, but I don’t know. It was lightning in a bottle and you can’t always get that back