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Cake day: June 15th, 2023

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  • I want to use Raylib, but mentioning it here on the fediverse doesn’t get much of a response (I can’t see a raylib community from my instance). My choice of language probably doesn’t help, though.

    My first issue is wanting vertex colors on 3D models and I am not getting this (this may be a problem with the bindings I’m using, naylib(nim-lang)). The second would be needing guidance for the 2D polygon text loader that I started.

    Maybe I could make simple GUI applications with raygui, but I don’t currently really have many viable ideas on what I would want to make.


    To OP: Another potential option is using Godot w/bindings. Design is pretty fast and flexible, then using signals is super easy.

    I’ve tested some frameworks (specific to my language, so not really helpful to most), the one that I liked more said it was declarative user interface framework based on GTK though I would prefer a similar thing for Qt and there wasn’t an ability to automatically scale text size to better fill the available button size (I was testing an adventure-book reader and hoping to use unicode characters).

    Frameworks for single page applications (or some other browser-based tech) might be ok for simple stuff. Similarly, I’ve liked the idea of TUI frameworks (yeah, because htop) but haven’t really tried that yet.



  • insomniac_lemon@kbin.socialtoProgramming@programming.dev...
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    7 months ago

    Yeah, the only language I’ve seen/tried that actually feels right*.

    But for me it falls down when it comes to needing other people and/or the specific engine-level stuff that I want to get started. I was hoping to start out simple with Raylib bindings, but even that I can’t get vertex colors on imported models to work and I tinkered w/my own 2D polygon format but it was too much work for me to finalize.

    My part of the fediverse doesn’t seem to work well for asking niche questions at least, I don’t see much talk on Nim and it doesn’t help that it’s hard to find when people don’t say nim-lang. Also there are 2 replies to you that aren’t federated to where I can see them (and my art threads–lowpoly+vertex colors, for instance plant–aren’t federated to your instance).

    *= That also may be a mix of my issues plus how some people style their code, though.


  • TBH this is a bit weird of a thing to do, as a lot of the things I originally made notes of I am not sure how much is in your design vs. what you’re working with (transparency is great but a half-a-day tutorial is a lot to sift through). I feel like a teacher trying to grade an assignment but having little knowledge of the rubric or provided assets. I cleared the map (715 on easy) unless I missed something more than the basic loop, ultimately it seems fine (even as not 100% my thing). ~115MiB download is a little big for this art style and such little amount of content IMO, optimization or whittling/stylization could probably be had (I mean sure, most people don’t care).

    • thank you for the Linux export

    • the non-round collision on the player can lead to getting (partially) stuck when rotating+moving due to position being shifted (getting over it, maybe?)

    • the room being zoomed doesn’t seem quite great (and also makes it seem like a significant thing), but again this is a thing that I know is tied to the tutorial

      • even outside the camera would benefit from some aim shifting particularly vertically when aiming near the top/bottom of the screen
    • something like the steam vent might me more interesting if the player could walk through/under the steam instead of blocked

    • the throwable range seems too short for the mega-turrets esp w/current radius.

      • maybe do this on button release to allow a charged throw (or cooking mechanic) and possibly (optionally?) to prevent misfiring.
      • or something else like some amount of proximity and/or some stickiness instead of bouncing
    • distance is kind of cheesy. Both for how quick enemies can spawn endlessly and for the opposite reason being able to snipe the mega-turrets

    • spawners can be a bit annoying and maybe could use some behavior changes/variance

    For something bigger, the ammo situation I think doesn’t work so well. First try I ran out of ammo, I found the chest interaction on accident… this design (outside of loading screen tips or a wiki) may prevent a player from discovering that if they were better at conserving ammo and/or not having stray shots. The fallback of enemy shots isn’t so great either (especially with melee enemies) and even a blast doesn’t open them. I don’t mind the idea, in-context not so much. Also my second game I had fully stocked ammo, but a later test I did run out and I’m not sure if that’s because of me or randomness etc.

    Side-note definitely with what you’re working with: the top-down 2D/gritty Armor-Games style is one I can respect but also one that always seemed hard to read (like the angle/satellite-view just sort of makes everything feel unidentifiable unless it is really used carefully).

    @Wxnzxn


  • It was a streaming site that pulled from a large amount of other sources automatically.

    Funnily enough it didn’t have any discovery features whatsoever (no front page, popular, latest etc), it was just a search bar that took you right into the video so you needed an idea what it is you wanted to see. And I don’t think it was nearly as popular as other sites (like you probably weren’t finding it from search results, as I don’t think it even had the info that’d be grabbed, and probably didn’t even have SEO or anything like that)



  • Why would be this be a concern?

    Because companies aren’t cool about stuff like this (even companies you think are cool are not always cool).

    This is not direct action, but remember that this shows the thinking to avoid the wrath of a super-litigious company:

    “Because the project depends on Nintendo’s proprietary libraries, [Valve] have asked me to take the project down.”
    Speaking to PC Gamer via email, Lambert shared that he believed Valve “didn’t want to be tied up in a project involving Nintendo IP.”

    (context note for above: Nintendo 64 version of Portal)

    I wouldn’t doubt the library used to make these games catching a DMCA (even if there was no legal standing for it).

    I also doubt a company would even bother talking about licensing cartridges for platforms so old, though even if they did I don’t think pricing would even be viable for most games/developers.

    Side-note: I can also see newly-made games as an extremely clear-cut non-piracy use for emulation which sounds like something companies would foam at the mouth to prevent.







  • I am not a programmer, but on 2 occasions I was able to improperly fix (1 argument in 1 line stuff) very small bugs without really understanding how. I’ve also made a number converter (dec-bin-hex) at least twice. I know those aren’t a lot but it’s weird that it happened twice twice.

    I’d say there’s an issue here with language design having major tradeoffs, but maybe it’s just a paradox*? Though I have found a language I like (even though I’m not learning it because other issues), so I know it’s not impossible at least.

    *= Like the people who could make something with less tradeoffs don’t have the need/desire to do that, they just use the existing stuff. Though that is much more fitting for visual programming.


  • It seems like the old login servers don’t even exist anymore (so I don’t see how it’d actually verify unless it just checks a username’s purchase status), but yeah that launcher does work for offline. (I still have my lastlogin file assuming it can’t overwrite itself easily, but I don’t think anything uses that other than the old launcher which can’t seem to actually download the files because 404).

    It’s also interesting for the built-in modding, though it doesn’t seem to be perfect. Also added an edit to my original comment mentioning parallel timeline mods. Though I’ll just check out some classic(/revived) mods if I can get them to work.

    @Stelus42


  • Yeah, one of the things I liked in old versions was having just one type of planks (not having multiple variants of everything wood, particularly). And I’ve never cared about the bosses or searching for something 50K blocks away from spawn or whatever. The other annoyance is hunger, though eating to insta-heal isn’t much better either.

    One issue for me is that I really liked the block model system of newer versions (release 1.8), particularly as a resource pack creator. A ladder looks so much better as a few cuboids than it does as a flat texture, and my models (which I made in a text editor) looked a lot nicer than my textures.

    Also, never migrated my account. Are the servers to download the old versions from the old launcher even still up?

    Minetest could be a solution here, but it seems like most Minetest games are either following new MC’s footsteps or are doing something completely different. At least I’ve never played one that made me want to keep going, something good enough to start my own thing with (I would like chaining sticky pistons or similar things that are powerful in single-player, blocks that look cool but offer specific benefits like an iron grate floor/ceiling).


    Parallel timeline mods are interesting, though I am not having luck with trying them thus far and I also doubt the modding tools are there enough especially for me who doesn’t want to code in Java. I could also see it interesting if there were an easy way to just disable a large amount of blocks/items/mobs etc and then just add in new stuff… maybe even with data packs especially for this sort of thing.

    I am thinking about game mechanics that interact (has anyone tried liquid-like gravel/coal piles yet?) or that just connect simply/are instant (rather than high-throughput automation). Or different systems for healing/buffs/food. Maybe alternate tools/transportation/skybridges etc.

    EDIT: So they really added data packs without the ability to make “true” blocks/items (instead still dependent on entities and commands, data overridden not data driven), huh? Guess I shouldn’t be surprised.


  • I would say this falls apart when it gets to physical copies. Used sales, trading, borrowing, watching/playing together, recap videos or long-form reviews etc all can “deprive” value from seller’s immediate perspective (also for some things: DIY, clone recipes, dumpster diving etc). Also I don’t expect a company to have even the ability to determine if a downloader has ownership (especially if the only record is a physical receipt) before firing legal scares at people. It is even more pointless when a product is past its original life cycle.

    Fresh in the box office and before ROI sure, I can see a point (say for the source of a cam rip). But I could also see reviews or comments, spoilers etc to possibly have a greater effect than the cost of 1 ticket.

    Either way I’d say if people have the ability to pay, they will if the product is good and the company/service is respectable. That’s the point here, that paying customers are ultimately screwed over (just as I’m sure most employees/creators not at the very top were, because money). Also unsatisfied customers, lack of demos, lack of agreeable purchase methods/terms (also, too much splitting with subscriptions), lack of ability to give more direct support to creators (rather than publishers) etc.

    That and I don’t think the government should do much to protect the profits of highly successful entertainment companies who have massive budgets on lackluster ideas and underbaked products. The news of being able to trash a nearly-complete movie for a tax writeoff is terrible, for instance.


  • I know. They added some at one point and I installed an anti-CSD package, I’m also pretty sure they pulled back some of their plans because of backlash too.

    If they go full CSD I would probably need to find something else and probably just concede+just use the slimmest window theme there is rather than something frameless even (from what I’ve seen, other window theme systems are not as modular as xfwm which allows simply deleting the sides/bottom files etc).

    Someone could probably make this concept (frameless, minimal title bar, no title on maximized, no raise-on-focus, rolled-up windows, floating window buttons that are only on focused windows) into a simple window manager, probably not me any time soon though. And I’m not sure how easy that is on Wayland (I know options exist to make it easer–such as wlroots I think–though I don’t know how it’d compare to making something for X).



  • monkeys with a 3rd robot arm

    Not sure if it’s the same, but I see a video of that and the monkey’s arms are partially restricted and still moving (and another where it says reenactment at the start). Interesting, but it might just be a cloned signal rather than independent control.

    Though I guess swapping between sets and some basic controls (hold, gimbal, return to rest pose etc) wouldn’t be bad (especially the more naturally it can be controlled) it just seems like something different if it isn’t independent control.

    full-brain mesh of electrodes, could allow people to use multiple full bodies at once
    or that multiple brains couldn’t be connected and made work in parallel (brain hemispheres already do that

    I’ve had the exact opposite thought, multiple brains (in the sense of multiple people) residing in the same body. Usage shifts (to allow rest), partial control, or even simply observation/eyes-in-the-back-of-your-head/backup/advice/talking etc.

    That definitely would allow at least 4 arms.

    On a sidenote, in the Blender Open Movie CHARGE there’s a cool robot design where it starts out with 1 big (no-hand) arm and 2 little arms on the other side and then it transforms that into 2 normal arms.


  • I often think about a skeuomorphic VR experience. Like a virtual room inside your own head that doesn’t cut you off from senses available to your body, at most it’d just be presented in a different way much like the cartoon/trope (though things like hearing/smell/temperature could definitely stay direct). Even then, I’m not sure if certain things like tilt or momentum etc should be represented or if that should just be always-on.

    Though for me I’d want it to mostly just be the equivalent of a body tracker (plus mouse/KB/controller emulation) that’s hooked up to a single-board-computer that can be more easily swapped out/upgraded etc (or use any normal desktop). As in no internet directly to the brain. Which would be good enough to play all of today’s VR games and jump out of it easier than taking off a headset and trackers.

    Direct input of a computer screen would probably be easier and good enough most of the time, though. Then again, it might be cool to invite people into your brain house. Also in some cases imagine controlling your body with dials/levers and/or coordinates (and visualized data) but also still feeling it.