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[-] popcar2@programming.dev 11 points 3 days ago

Also WASM can't directly manipulate the DOM so it can't really be used for handling HTML/CSS, all front-end stuff still has to be done with JS.

[-] popcar2@programming.dev 15 points 3 days ago* (last edited 3 days ago)

Right now. WASM has been supported by every browser for a while now, and most webapps are made with WASM. That said, it's not a replacement for Javascript, most people only use it on things that need to be high performance like heavier apps and web games. Nobody really makes websites that rely on WebAssembly instead of JS to my knowledge.

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Link to the PR that was merged for this: https://github.com/godotengine/godot/pull/97257

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cross-posted from: https://programming.dev/post/20779359

Been working on this one for a while and I'm eager to share it. UFO 50 is a collection of 50 retro-style games, and I decided to write a blog post reviewing every single one. Enjoy!

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cross-posted from: https://programming.dev/post/20779359

Been working on this one for a while and I'm eager to share it. UFO 50 is a collection of 50 retro-style games, and I decided to write a blog post reviewing every single one. Enjoy!

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Been working on this one for a while and I'm eager to share it. UFO 50 is a collection of 50 retro-style games, and I decided to write a blog post reviewing every single one. Enjoy!

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submitted 3 weeks ago* (last edited 3 weeks ago) by popcar2@programming.dev to c/gamedev@programming.dev

This was recently posted to discord:

The Original Rogue Legacy Source Code Now Available

Greetings @everyone!

It's been more than 10 years since we released a game that would alter the trajectory of our lives forever. That game, of course, was the original Rogue Legacy. In the span of a single night we went from struggling indie devs to building a solid, stable career making video games; a path that would carry on for more than a decade. Since then we've released two more titles and have reached millions of players worldwide, and it is a journey we hope to continue far into the future.

So, to give back to the community that has gifted us so much, and in the pursuit of sharing knowledge, today we are officially releasing the full source code to Rogue Legacy 1. This may only interest a select few people, but we hope by public sourcing the game that started it all for us, we can keep its spirit alive and help budding developers curious to know what it took for us to get started (and to see what you can get away with :p).

The full source is available at the GitHub link below:

https://github.com/flibitijibibo/RogueLegacy1/

A lifetime of gratitude goes out to Ethan Lee for setting up the public source code repository, and helping us since all the way back to the original Mac and Linux release of Rogue Legacy.

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There's been surprisingly little fanfare for this but I guess most of the Godot community are hobbyists anyways.

Prices: https://www.w4games.com/w4consoles

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Announcing Swift 6 (www.swift.org)
submitted 1 month ago* (last edited 1 month ago) by popcar2@programming.dev to c/programming@programming.dev

The big thing about this release is it is a huge leap forward to making Swift a cross-platform language, and not something only built for Mac/iOS

Swift 6 unifies the implementation of Foundation across all platforms. The modern, portable Swift implementation provides consistency across platforms, it’s more robust, and it’s open source. macOS and iOS started using the Swift implementation of Foundation alongside Swift 5.9, and Swift 6 brings these improvements to Linux and Windows.

Swift is designed to support development and execution on all major operating systems, and platform consistency and expansion underpins Swift’s ability to reach new programming domains. Swift 6 brings major improvements to Linux and Windows across the board, including support for more Linux distributions and Windows architectures. Toolchains for all of the following platforms are available for download from Swift.org/install.

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[-] popcar2@programming.dev 44 points 6 months ago* (last edited 6 months ago)

I've been following this proposal around for the past few months, it's really interesting. Godot could be the de-facto library for complex 3D rendering in any app since it's really feature-rich and not that huge (I think the runtime is like ~60 megabytes? It could likely be smaller with further optimization and stripping features you don't need).

Also I don't remember who said this but if this goes through it could allow C# web builds by loading Godot is a library.

Kind of a shame this came as 4.3 is in feature freeze, it would've been nice for it to be included in the next update.

[-] popcar2@programming.dev 37 points 7 months ago

One of the devs wrote a blog post a while back talking about his first impressions with Godot.

TL;DR: Really positive on Godot but things that should be improved are text and how Godot handles texture atlases (I totally agree on both)

[-] popcar2@programming.dev 130 points 8 months ago* (last edited 8 months ago)

That just because I'm a programmer that must mean I'm a master of anything technology related and can totally help out with their niche problems.

"Hey computer guy, how do I search for new channels on my receiver?"

"Hey computer guy, my excel spreadsheet is acting weird"

"My mobile data isn't working. Fix this."

My friend was a programmer and served in the army, people ordered him to go fix a sattelite. He said he has no idea how but they made him try anyways. It didn't work and everyone was disappointed.

[-] popcar2@programming.dev 39 points 1 year ago* (last edited 1 year ago)

Surely this means they have plans to fix screenshare audio on Linux, right? ...Right?

[-] popcar2@programming.dev 89 points 1 year ago

downvotes come at a “cost”, whereby if you want to downvote someone you have to reply directly to them with some justification, say minimum number of characters, words, etc.

I think it's the complete opposite. Platforms with downvotes tend to be less toxic because you don't have to reply to insane people to tell them they're wrong, whereas platforms like Twitter get really toxic because you only see the likes, so people tend to get into fights and "ratio" them which actually increases the attention they get and spreads their message to other people.

In general, platforms without upvotes/downvotes tend to be the most toxic imo. Platforms like old-school forums and 4chan are a complete mess because low-effort troll content is as loud as high effort thoughtful ones. It takes one person to de-rail a conversation and get people to fight about something else, but with downvotes included you just lower their visibility. It's basically crowdsourced moderation, and it works relatively well.

As for ways to reduce toxicity, shrug. Moderation is the only thing that really stops it but if you moderate too much then you'll be called out for censoring people too much, and telling them not to get mad is just not going to happen.

My idea for less toxicity is having better filtering options for things people want to see. Upon joining a platform it would give easy options to filter out communities that are political or controversial. That's what I'm doing on Lemmy, I'm here for entertainment, not arguing.

[-] popcar2@programming.dev 57 points 1 year ago

I have. Disappointingly there isn't much difference, the people working in CS have a 9.59 avg while the people that aren't have a 9.61 avg.

There is a difference in people that have used AI gen before. People that have got a 9.70 avg, while people that haven't have a 9.39 avg score. I'll update the post to add this.

[-] popcar2@programming.dev 62 points 1 year ago* (last edited 1 year ago)

FNA is an open-source re-implementation of Microsoft's XNA Game Studio framework, which is pretty old. It got discontinued in 2013. Terraria was made with XNA, so it makes sense the devs have a soft spot for it.

[-] popcar2@programming.dev 54 points 1 year ago* (last edited 1 year ago)

Fastest post in the west.

Major companies messing up are a great boon for open source projects. Much like how Lemmy got support from Reddit messing up, Godot is now having its time in the spotlight. I'm feeling better and better about switching to more open source apps and platforms throughout the year, I only hope the trend continues!

[-] popcar2@programming.dev 35 points 1 year ago

As far as I know Unreal's source code is available but the licensing isn't, so the company still owns it and can still charge you for using it.

[-] popcar2@programming.dev 92 points 1 year ago

Creators of the Unity engine want to charge developers per game install, the more people that install the game the more you have to pay. This includes games that already exist and never agreed to this. It also causes a lot of safety concerns, how will they confirm how many installs a game has? Are they bundling spyware with Unity games?

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popcar2

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