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Tim-Machine / Cursor-usage.md
Last active February 19, 2025 04:33
Here are some key things that I've found working with Cursor that have really helped take it to the next level.

Lessons learned with Cursor

Here are some key things that I've found working with Cursor that have really helped take it to the next level.

  • Ensure that you have a well written .cursorrules file. Cursor Directory has some great starting points.
  • The @Docs is crazy powerful. Cursor may not have indexed the version of the dependencies required. Using @SomePackageDocs vastly improve the accuarcy of code generation related to a depenency.
  • @web is also a very strong tool, but doesn't get added by default when using Cursor's composer. While you may not always need @web, its very useful for more obscure implementations.

Prompting

The most important thing by far is cearly articulating what you want to do. The more well defined your requirements the less deviation from the request will happen. I've added a prompt example.

Think o

using UnrealBuildTool;
public class Exordium : ModuleRules
{
public Exordium(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] {
// docs https://developers.google.com/admin-sdk/email-settings/
<?xml version='1.0' encoding='UTF-8'?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:apps='http://schemas.google.com/apps/2006'>
<title>Mail Filters</title>
<id>tag:mail.google.com,2008:filters:1291730846135</id>
<updated>2018-07-12T15:18:07Z</updated>
<author>
<name>Timothy Smith</name>
<email>[email protected]</email>
</author>
const conn = this.org.getConnection();
// Attempt 1
conn.sobject("Account").describe(function(err, meta) {
if (err) { return console.error(err); }
console.log('Label : ' + meta.label);
console.log('Num of Fields : ' + meta.fields.length);
});
// Attempt 2
- Environment:
- Copado User story :
- No specific data:
- Steps to recreate:
- Issue:
- Expected behavior:
- Consequence:
// Fill out your copyright notice in the Description page of Project Settings.
#include "FPSCharacter.h"
#include "FPSProjectile.h"
#include "Engine.h"
#include "MyPlayerController.h"
#include "Components/CapsuleComponent.h"
// Fill out your copyright notice in the Description page of Project Settings.
#include "FPSCharacter.h"
#include "FPSProjectile.h"
#include "Engine.h"
#include "MyPlayerController.h"
#include "Components/CapsuleComponent.h"
void UTankAimingComponent::SetTurretReference(UTankTurret* TurretToSet) {
if (!Turret) { return; }
Turret = TurretToSet;
}
Just a silly thought, I guess we all use DMS, DMS has an option to freeze AI when players aren't nearby, could it be that thing somehow affecting players?
If you want to test that theory, in fn_FreezeToggle.sqf in DMS, change the section:
if (_freeze) then
{
{
_x enableSimulationGlobal false;
(vehicle _x) enableSimulationGlobal false;
} forEach (units _group);
Verifying that +zerovapor is my blockchain ID. https://onename.com/zerovapor