It's a decent language I guess. My main criticism is that the constructor paradigm just isn't well suited for RAII. I always find myself retrofitting Rust's style of object creation into my C++ code.
Well, there's modern C++ and it looks reasonable, so you start to think: This isn't so bad, I can work with that.
Then you join a company and you find out: They do have modern C++ code, but also half a million lines of older code that's not in the same style. So there's 5 different ways to do things and just getting a simple string suddenly has you casting classes and calling functions you have no clue about. And there's a ton of different ways to shoot your foot off without warning.
If you have advice for how to reword it so that it's
-Easily comprehensible
-Does not have loopholes that rules lawyers will exploit
Then I'd be happy to correct any flaws you identify!
And you're not the first to bring up the Wyrmling point, however tying the power of a player character to their age is a terrible idea because that would make it exceedingly difficult to level up during a campaign.
My only thought upon seeing this is what an overstimulated eight year old would rattle off the top of their head if you told them to make some wicked awesome homebrew that doesn't worry about any of that "balance" nonsense. Or actual rules at all really. It's just a bunch of words that someone overheard D&D players say mixed with attempts of sounding like a fast talking comedian.
Oh you must not have seen Vex's memes! I might not be as funny as them but I do my best; they're a Lancer (Mech RPG) memelord pretty well known for making memes about the game that were good enough to actually get a significant amount of players into it.
When sketching a line attached to a circle, using a tangent contraint will make the transition between the curve and straight smooth.
Rather than sketching the inside wall and cutting it away, you can just do a shell/thickness command. Alternately, you can offset a sketch from the outside geometry rather than drawing all the features manually again.
Consider how the part is made, you have two very sharp corners on the centerline where the nozzle cannot create the geometry, these areas will be rounded by default, it is better to add fillets so you control what the machine does.
Thank you! Those are great tips. I tried to use the thickness command when I was doing a practice run but it didn't work. I think because of the sharp area at the bottom of the heart. I'm thinking if I rounded it like you suggested it might have worked.
Mistakes are how we learn. What learnings have you made? What process did you take to get there? That would be worth writing down for others.
We tend to focus too much on "this is how I succeeded in <thing>" and don't talk about all the false starts along the way that taught the skills to succeed.
Yes, thank you! The biggest thing I learn is not to try to constrain arcs by constraining the center point, two out points and setting a radius because that is over constraining. I don't know how I didn't realize that.
I generally do them by locating the center point, constraining the radius, and then the angle. The angle tool is a little janky specifically on arcs, but it does work. Or if the ends of the arc are fixed to something also immovable, you can just do the radius and angle and use the coincident constraint to stick its endpoints to the ends of other lines and leave the center point alone.
Yours was an interesting approach. I probably would have used a bezier for the pointy end of the heart.
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