I would like to thank people who design and implement new #programming languages for doing the work that no one else wants to do with allocating and manipulating arrays the way that you have to do by hand in older languages. It's nice to know someone's looking out for the newbies who would otherwise get put off and decide they don't like programming.
That feeling when you just got done implementing something and then you spot a more efficient way to do it by combining a couple of functions and now you're not sure whether to squish them together to make your code run better or keep them separate to make it read better.
One of my #programming pet peeves is when you have a data structure with some members that are connected in some way such that making a change to one must also cause changes to the other, and then you have to write a bunch of getter and setter functions for each of them that keeps all of those changes coordinates.
It's not (usually) difficult to do, but if you have a bunch of members that you need to coordinate in this way it just gets tedious. You feel me?
It will forever baffle and irritate me that alternating between sharp and round corners on #UI elements continues to be a priority for #software developers, so much so that they include it in changelogs that auto-display when the software updates like I'm supposed to give a flying shit what the buttons look like.
Something I really dislike about the way the #GodotEngine works is that it has a bad habit of putting huge single-line blocks of data in its files. It's generally fine for user-facing purposes, but it makes source repo software like #git absolutely shit itself.
Because this is all being stored as one line, every time I modify this tile map and commit my changes, HUGE amounts of data have to be rewritten. I MIGHT be able to fix this by hand, but I shouldn't need to.
So you guys remember all that bitching I did about how many third-party software licenses there are in the #GodotEngine? I found out recently that the engine has functions which give you a comprehensive list of all the licenses that apply to any given configuration you might be using.
I wrote a (messy) script that parses & displays this information in human-readable format for a game I'm working on. Maybe I'll genericize it later.
I've discovered something very nerdy about myself. I really enjoy #programming and writing and having projects to work on. One of the most satisfying things about any of my projects, though, is incrementing version numbers. I love putting out new versions of stuff. It feels like placing a milestone in the perpetual evolution of a long-running project.
Trying to translate an old #gamedev project from high school from Pygame into the Godot Engine. This is what my notebook looks like after two hours of trying to determine the player's jump velocity and gravity in my head both before and after I realized that the "tick" function doesn't specify a number of milliseconds but rather the number of frames per second. There's also a little bit of trying to calculate timeouts for the in-game message bar in there.
Comment your code, kids.
I'm an aspiring #gamedev who occasionally pretends to be a writer. I believe very strongly in free software and the free market and oppose censorship in all its forms.
A instance dedicated - but not limited - to people with an interest in the GNU+Linux ecosystem and/or general tech. Sysadmins to enthusiasts, creators to movielovers - Welcome!