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Joined 1 year ago
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Cake day: June 10th, 2023

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  • It depends on your specific case, of course. That 0.4mm is indeed a good rule of thumb. But also, assuming you’re dealing with FFF-printed parts, generally if the two parts slide together along the layer lines, it’ll feel just a little looser than if they slide together perpendicular to layer lines. That’s just due to the ribbed texture inherent to FFF printing. Though printing at smaller layer heights will reduce that effect and also make the parts fit just a little looser over all.

    Aside from that, probably the best advice I can give is:

    1. Measure/calibrate for dimensional accuracy. [Here]'s a random article on the topic that looks pretty good to me.
    2. Prototype. Print once, if it doesn’t fit right, adjust the model(s) and print again. Filament is pretty cheap, really. Also, depending on your situation, you might benefit from doing quick test prints just to see how well it fits. If the whole print is going to take 8 hours but by spending 30 minutes printing just part of the final product you can prove you’ve got the dimensions right, it’s probably worth it to do the 30 minute print.
    3. Use elasticity to your advantage. Make latches or attachments that snap into place. That’s useful whether the parts are meant to go together once and never come apart or connect and disconnect repeatedly. Another use for elasticity is if you need two arms of one piece to friction-grip another rectangulat piece, angle the arms inward just a degree or two. One word of caution, though. It can be really easy to overestimate the flexibility of PLA. I’ve ended up once or twice with some pretty hard to open latches.



  • Yeah, that seems bonkers, but it’s how npm works. I don’t always code in JS, but if I do: a) its code that’s going to run in a browser and b) I never ever use any JS dependencies aside from browser builtins. It’s about the only way to opt out of the dependency nightmare that is “modern web dev”.

    Ok, I lied a little bit. In my job, I sometimes do JS work on projects with Grunt, Bower, Backbone, jQuery and a gorillion other dependencies. But when I have full autonomy over a codebase like with my side projects, my style is as above.

    To qualify that even more, even in my side projects, I often use minifiers, but not ones written in JS or pulled in via NPM.

    Of course, that probably doesn’t help much when you have need of functionality that would be much less trivial to make yourself. Again at my job, we use JsBarcode to generate images of barcodes. That would be a royal pain to implement from scratch. If I needed that functionality in a side project, I’d probably just bite the bullet and pull it in from Bower with 30 other bulky dependencies. (Or more likely just refrain from taking on that particular side project. Or possibly generate barcodes server-side.)






  • First off, you’re awesome and so is your daughter!

    It does seem like there are at least two potential aims here: to make a game and to become a better coder.

    If the primary aim is to make a game, there’s RPGMaker. I’m not very familiar with it, but from what I understand it’s a lot more drag-and-drop game assembly than programming, though it does have some scripting capabilities.

    If the aim is more about becoming a better coder and expanding her capabilities, PyGame is a very popular Python library for making games. And Python is widely touted as “a great beginner language.”

    Python is (qualifier, qualifier) “slow,” and so it’s possible she’ll run into some limitations there as well, but I’d imagine it should be a ton less restrictive than Scratch, and well up to the task of “a trimmed down ‘legend of Zelda: link to the past.’”

    Java is a language that people make “real” games in (like the original Minecraft, for instance.) But… and this’ll be a controversial statement, but… my experience is that it makes people worse coders. As in, it causes brain damage that is either overcame later or negatively affects their coding abilities for the rest of their careers. Python is very much the opposite; it’s the kind of language that makes you a better coder for having worked with it.

    I’ve been working with Golang and Ebiten lately, and I’m enjoying it, but it’s definitely a very “really real” programming language that may require a certain amount of background knowledge to appreciate the simplicity of. It’s an option, though. And I do believe it would be the kind of option you’d use if you were making a “real game” (like the kind that would be sold on Steam.) At her age, I probably would have been excited by the fact that that option also gives you a bona fide .exe file.

    Of all of those options, I’d probably be most inclined to nudge her toward PyGame/Python but lay out all the options above (along with any other options you come across.)

    Good luck to both of you! It’s always awesome to see 10-year-olds getting into game development. When I was 10, I wrote games and other programs in QBasic. That’s a dinosaur these days, but your daughter’s interest in software development may well turn into a lifelong interest and fulfilling career like it did for me.


  • The only potential problems I can see with that:

    • If it’s on carpet or a rug, that could potentially block vents or get tangled in a belt.
    • If it’s in a high-traffic area, it might be kicked or tripped over.
    • If it’s too close to a (particularly cold) vent and not in an enclosure, that could cause some warping of parts during print.

    Those are really the only concerns I can think of. If you choose a spot on the floor where none of those are an issue, I’d think it should work as well on the floor as on a desk or table.