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.
I'm not saying that #gamedev should be done on bare metal or anything, but if you have a reasonably simple project that doesn't require a lot of bells and whistles then it might be worth your time to learn how to code it all by hand. It will take a lot longer and require you stretch your #programming skills, but you'll get a much more optimized product than you would from just using a general-purpose game engine that contains a bunch of features you don't need.
You know, between the third-party licenses I have to keep track of and the weird issue of imprecise collision detection, I wonder if it's not beneficial to avoid general-purpose game engines.
Obviously it's nice to not have to re-write code in-between projects, but no engine will run your game as optimally as one written specifically for that game, and you don't get pixel-perfect refinement unless you have full control over the core.
So a friend of mine who hoards computer parts and books mentioned to me that he has an old Russian book on #COBOL.
Apparently it contains a line that goes something like "don't try to make your #code indecipherable to make yourself irreplaceable. Stalin knew what to do with people who make themselves irreplaceable."
Guys I think I have a problem.
I'm at a point in my life now where I'm seriously considering buying a car charger for my laptop so I can do #gamedev and #programming on the go, because all of the good WiFi hotspots in my area are closed due to COVID-19.
The one place I can go to has no wall chargers and my laptop is such an old junker that it doesn't hold a charge, so I need this.
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'll also probably have a blog on the subject of #circumcision and foreskin restoration.
Also #furry friendly communities are preferred but not required.
Hmmm. This program is able to use either curses or SDL to do output, but any time it needs to display something it has to interpret an enum using an ungodly switch statement. Let's create a single data type that stores both types of color in it that can be used by either interface to save time.
> two days, dozens of compile errors, and several hundred lines of code later
Well, one display now has inverted colors and the other switches randomly back and forth for some reason.
It makes me wonder if they're going to insist that nothing is good enough until it's all #GNU licensed, since that seems to be their usual MO. Well, we'll see how it goes.
Larry Tessler, the programmer responsible for the cut/copy/paste feature and advocate of user-friendly modeless design, has passed. Rest in peace.
An interesting look at what went wrong with the Iowa caucus and why.
Okay, so real talk, about eight years ago I got an internship at an insurance company doing #programming on an #Agile framework, and it seemed to work pretty okay. Communication was pretty good in that office.
Since I've been gone, though, it looks like things have gotten a little out-of-hand...
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!