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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)EP
Posts
27
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Joined
5 yr. ago

  • Well, I feel like the Steam Deck has partially positioned itself as just a convenience device. I imagine quite some folks have it in addition to their (Windows) gaming PC and just use it on the couch or when travelling.

    In particular, the genre most likely to cause problems are competitive games (because anti-cheat freaks out when it notices slight differences compared to real Windows). And it wouldn't be my first thought to buy a Steam Deck to play those, simply because the screen is small and the primary controls aren't mouse+keyboard (even though you can of course dock the Steam Deck)

  • Yeah, sure. Both are possible.

    Although, again, I don't necessarily feel like the syntax needs much abstraction. Rust is a comparatively modern language. So, while there's existing scripting languages that concern themselves less with low-level topics and therefore may be better suited for high-level development, it's been a while since a new, modern scripting language got popular, so in some ways, it would also be a downgrade to switch to one of those.

  • Yeah, I feel like Bevy needs quite a bit more time in the oven, and I absolutely do not say that due to me thinking that it's bad. Unity, Unreal and Godot have rather just been in the oven for so long, that it takes a long while to catch up.

    They are implemented in C++, which is similarly low-level as Rust. It's just the abstractions built on top that make these engines feel more high-level. Unity offering a C# API and Godot offering GDScript, those are also just abstractions. Similarly, Bevy could one day offer "BevyScript" or such, although I don't necessarily feel like the syntax needs a ton of abstractions.

    Rather I think that it's the ecosystem that still needs to mature and grow a lot. But yeah, I do believe that in a decade or two, at least one of the major game engines will be implemented in Rust and it might as well be Bevy that takes that spot.

  • In our experience at $DAYJOB, Rust is actually not too bad, when it is one of the first languages that someone learns. It's definitely a lot more troubling for experienced devs who have certain patterns in mind, which they can't replicate in Rust. They tend to struggle a lot, whereas our students generally pick up and work with Rust like it's any other language.

    But Rust + Bevy is probably more confusing. I actually started my journey into Rust with a (much less mature) game engine, too, which also used an ECS. And well, the ECS kind of bypasses Rust's memory management, which I didn't understand until much later. I didn't really learn Rust's memory management model until 5 months in, even though I was partially using it...

  • Well, no matter how thoroughly you vet, it's always good to have a tool to back you up.

    For example, we once got a pull request, which was purely AI-generated but I couldn't tell that right away. So, I skimmed it to make sure no malicious code is part of it, then I gave it to the CI runner. And that failed pretty much immediately during a compile check, which made it obvious that the pull request author had never tried to compile it.

    In that moment, I could stop wasting my time with that pull request, rather than try to debug why it's not working or having to vet it more thoroughly...

  • Yeah, thought the same with vertical tabs already. It's extremely cool that it's there now for folks who want it, but if you have a strategy for putting tabs into multiple windows and then dealing with those windows appropriately, then there's really no point in making it a vertical list for the handful of tabs per window you'll likely have...

  • I close all windows at once via the Quit feature, then it re-opens all of them. You can trigger that from the menubar (press Alt to unhide it) in the "File" menu at the bottom.
    You can also re-open a closed window from the "History" menu in that menubar.

    These might also be available in the hamburger menu. I've got that hidden, so can't check easily...

  • The problem is that no matter how ineffective you believe Mozilla to be, it's simply fucking expensive to develop a modern web browser.

    According to openhub.net, Chromium has 35 million lines of code, Firefox 32 million, the WebKit engine has 29 million. Compare that to the Linux kernel which has 36 million lines of code.

    The Servo engine has 7 million and is not usable.

    Ladybird has 757,140 lines of code. There's just no way that they don't still need to develop manifold as much code as what they currently have, to support the features we expect from modern browsers. And they will need more money for that.

  • Yeah, Bethesda loves to ruin their game worlds with weirdly repetitive additions. Morrowind constantly spawns assassins on you, Oblivion does the Oblivion gates, Skyrim has the dragons. In the latter two, I think, it's best to just not start the main quest, which prevents the Oblivion gates and dragons from appearing, at least if you replay the game.

  • I've found that when you cook with lots of fresh veggies, you can mostly just dump them in and it tastes good. Again, you do want a bit of salt, but as everyone else said, you can hand out a salt shaker.

  • Well, as the others already said, it's a matter of taste and different factors play into it, but your argument with the AI is precisely why I find this decision so jarring: You don't need nor want unpredictability in a skating game.

    It's not a competitive genre where the unpredictability makes it interesting. And I remember watching a video of a guy playing Skate where NPCs would constantly walk into his path and it was the most infuriating thing. If there would've been no NPCs, no unpredictability, the game would've been better.
    Of course, with an MMO, other players will probably have no collision. But if you can still see them where you're skating, they'll still get in the way of you seeing what you're skating on, particularly if you run into trolls.

    I'm not completely negative to the MMO concept. Maybe it is fun to see just the sheer chaos of hundreds of others skating in the same place. Maybe they have some sort of idea to actually make interaction with other players relevant in some way. Maybe it's kind of cool for folks to log into the Skate MMO and just hang out. Or maybe it's only an MMO hub-world and you don't have to see other players on the individual courses. But yeah, I'm just not holding my breath.

  • The problem is that no one asked for an MMO. The game series always offered singleplayer. The gameplay is likely made worse by being an MMO. People who are not fans of the series can just skip this game, but those who are fans of the so-far-singleplayer series are those who are asking for a singleplayer experience.