• 28 Posts
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Joined 1 year ago
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Cake day: June 25th, 2023

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  • the chuds have done their usual thing of throwing themselves on the ground and acting extremely injured by being blocked for violating the CoC of an open source project (via Liam at GamingOnLinux):

    what’s fucked is this is the exact same playbook as NixOS and Python, though this time Godot doesn’t seem to be taking any shit and that seems to be preventing those tactics from working. weird how easy it is to weather shit like this when you have a fucking spine and aren’t trying to retain fascist assholes

    image description

    Twitter posts by Rémi Verschelde (@Akien): I see misunderstanding around Godot blocking some users on its GitHub organization.

    • We’ve blocked 5 accounts so far
    • All opening issues with slurs, harassing contributors (breaching Godot’s CoC and GH’s ToS)
    • Blocking users does NOT prevent download of the engine or source

    Blocking users doesn’t even prevent them from reading issues and PRs, just interacting with them. You can read and download anything from a GitHub repository as an anonymous (not logged in) user. *git clone https://github.com/godotengine/godot… works for anyone with an Internet connection.

    Just adding as some asked - if you want to quote this to people who still believe we’re mass blocking people on GitHub and cutting them off their tech stack, feel free to grab a screenshot. I locked my account while the heat dies down, so you can’t easily link those tweets.


  • ahahaha that’s amazing

    it also pushed me to start learning Godot since its community seems awesome, and that’s definitely showing through on the docs so far — they go into so much depth on why Godot’s designed like it is, and what specifically it’s good for

    I’ve only just started, but it’s reminding me very positively of what Unreal Engine was for a brief period of time: a runtime for a powerful domain-specific scripting language that could be extended by native code when needed, targeting indie devs

    unfortunately Tim Sweeney kind of sucks at designing languages (though he used to do it a lot) so UnrealScript was a real fucking mess, and UE never really captured the indie market (cause you had to pay a fuckload for the privilege of writing native code) so UnrealScript got excised and the engine became “free” (as in free timeshare) and entirely refocused on developers pumping out AAA garbage and other whales (and, more charitably, anyone who needs an engine that can do state of the art graphics)

    Godot, so far, to me feels kind of like an Unreal Engine that didn’t fuck up with the indie market and also isn’t closed source greedware

    also apparently there’s a new Unreal scripting language? it’s got the Haskell guy behind it and it’s functional which is cool, but it’s also already bathed in horseshit:

    Verse is the new scripting language for Unreal Engine, first implemented in Fortnite.[11] Simon Peyton Jones, known for his contributions to the Haskell programming language, joined Epic Games in December 2021 as Engineering Fellow to work on Verse with his long-time colleague Lennart Augustsson and others.[12] Conceived by Sweeney,[13] it was officially presented at Haskell eXchange in December 2022 as an open source functional-logic language for the metaverse.[14] A research paper, titled The Verse Calculus: a Core Calculus for Functional Logic Programming, was also published.[15]

    The language was eventually launched in March 2023 as part of the release of the Unreal Editor for Fortnite (UEFN) at the Game Developers Conference, with plans to be available to all Unreal Engine users by 2025.[11]

    so I guess Fortnite modders can weigh in on how good Haskell for Gaming is

    e: also, imagine if any of these pro gamers knew Godot is the Cassette Beasts and Cruelty Squad engine




  • that sounds awesome! godot in general seems to be a very practical game engine, and at this point I definitely want to do my next little experimental game project in Godot (with Rust, if the tooling for that is at all ready for production) so I have experience with at least one normal object-oriented game engine that isn’t an old unreal engine or idtech under my belt

    like I mentioned, I really like how Bevy works, but in its current state it isn’t really ready for rapid development. a bare Bevy project is literally just the ECS and system scheduler but with no runloop. the defaults get you a lot of basics like a runloop, good renderer, input handling, audio, and such, but from there you still have to decide how everything works in terms of game logic — even with third-party plugins for stuff like physics for example, you still have to write logic for what a collision means to each entity involved. I also don’t think bevy has a unified editor or live code reloading at all yet? so for each game you have to write an editor (which the engine helps with a little bit) and potentially a live reload implementation (which sounds like hell)




  • this is awesome! I’ve wanted to go down this same route and make either a fully custom camera or a digital back for a medium or large format camera, but the amount of expertise and expense involved in making even a relatively simple scanner back (much less a full CCD camera) is daunting. til then, I suppose I can always do an 8mm cinema camera if I get that kind of itch: https://youtu.be/cuwTC194y_8

    and because my palms are now sweating about building a cinepi:

    and as always, it’s a shame they’re just shy of good 4k and reliable in-camera audio sync because of how flaky raspberry pi’s engineering tends to be. it’d be interesting to spec out a version of this camera with a different SBC and sensor architecture, though I do like how singularly inexpensive and scriptable the cinepi itself is



  • Mighty comes in at $30 with a 9% discount with a 12 month prepayment. I don’t think Mighty is for everyone. […] However, for people who use resource intensive applications regularly and either prefer or don’t mind using web apps it seems like a no-brainer. I think there is also a legitimate argument for corporations to provide Mighty for their employees purely based on the productivity boost, especially for tech employees.

    It might be hard to get purists to buy into the “browser = OS” value proposition, but in the meantime I’ll be enjoying my 40 GB of RAM.

    oh it’s the web operating system again! things that make a web browser an operating system:

    • it’s extremely expensive every month
    • it rehashes the awful cloud rendering browser shit Amazon tried and gave up on for their underpowered Kindle tablets
    • it bundles a bunch of basic shit you can do in ordinary browser plugins
    • 40GB of RAM and 8 virtual cores! (that’s all? my current work machine unfortunately has 64GB, and my desktop from 2020 is a 32+32GB split between native and a VM. 8 KVM cores is also not fantastic. none of this should be required for a fucking web browser though but here we are)
    • it’s using a data center’s fantastic internet connection which is probably why it’s quick, but it of course requires a perfectly stable connection on your end or it’s gonna suck






  • wait, the “pre-built” engine these little shits are trying to bully a developer for using is fucking Unreal Engine 5?

    all wokes want is to use a notoriously advanced and difficult game engine owned by a right-wing asshole and that’s how they’re gonna destroy gaming. with the engine that gigantic studios use because writing an engine from scratch is a fucking money pit that never ends and you have to have a good fucking reason to do it

    also I’ve been trying to force my hands to not start a Bevy project ever since Tiny Glade (a beautiful, cozy 3D sandbox builder running on the Bevy engine) launched and Bevy is manual as hell (but fun to work with), so this is a good reminder that Godot is cool and I should finally learn it too