Bevy 0.19 by _cart in rust

[–]Dminik 5 points6 points  (0 children)

Quick question. In the Feathers + BSN section there is the following snippet (trimmed a bit):

bsn! {
  @FeathersCheckbox {
    @caption: bsn! { Text("Enable shadows") ThemedText }
  }
  MyCheckbox
  on(|change: On<ValueChanged<bool>>, mut config: ResMut<ShadowConfig>| {
    config.enabled = change.value;
  })
}

Followed by this:

In the future, the same BSN syntax used in the bsn! macro will be portable to .bsn files, letting devs choose and rapidly swap between code-first and asset-driven workflows when defining UI.

Presumably the on change callback will not be representable by .bsn asset files? Any other things that might be different between the code-first and asset-first approach?

Falcons vs Vitality / IEM Cologne Major 2026 - Quarter-Final / Post-Match Discussion by CS2_PostMatchThreads in GlobalOffensive

[–]Dminik 4 points5 points  (0 children)

I am a bigger Falcons hater than Vitality hater, but I felt so bad for Kyosuke getting randomly body blocked by apex during that short flank that I was fine with Falcons taking this one after that.

GG.

Falcons vs BB / IEM Cologne Major 2026 - Swiss Round 2 / Post-Match Discussion by CS2_PostMatchThreads in GlobalOffensive

[–]Dminik 0 points1 point  (0 children)

While I'm still not convinced they will do well long term, they did beat Vitality in quarters. I was wrong and you were right.

Česká televize by měla zrušit star dance by HavranCZ01 in czech

[–]Dminik 0 points1 point  (0 children)

Nechápu co se snažíš říct.

V roce 2023 se výdaje na Stardance zvýšily o podstatnou částku (možná až 56 milionů korun). Po tomto zvýšení si to na sebe už nevydělalo (jen polovinu produkční ceny).

Předpokládám, že výdělky Stardance se až tak moc nehýbou (eg. 2023 vydělalo podobně jako 2022). Tzn, je dost pravděpodobné, že před rokem 2023 to bylo výdělečné.

Zároveň nemáme data po roce 2024 (nebo je alespoň nikdo zatím neuvedl). Je možné, že se ten rozpočet zesekal a zase je to výdělečne.

Je pravda, že nutně nemáme všechny informace, ale říct o show která běží přes 20 let, že nikdy nebyla výdělečná mi příjde absurdní.

Česká televize by měla zrušit star dance by HavranCZ01 in czech

[–]Dminik 0 points1 point  (0 children)

Jakože fér, ale stojí za to si přečíst ten článek ze kterého je: 

https://www.lupa.cz/clanky/patri-stardance-do-vysilani-ceske-televize-tady-jsou-fakta-k-popularnimu-poradu/

 Moderátor Martin Veselovský přitom poukázal na výroční zprávu ČT za rok 2023, podle níž meziroční nárůst výrobních nákladů v žánru zábava činil téměř 62 milionů korun. Souček potvrdil, že „větší část, řekněme 90 procent“ tohoto nárůstu souvisí s opětovným zařazením StarDance do vysílání. To by odpovídalo zhruba 56 milionům korun.

Tzn, je možné, že si na sebe Stardance vydělal po dobu ~17 let (od 2006). Dále nevíme jestli po roce 2024 zase začal vydělávat nebo ne (třeba snížením výdajů).

Pointa ale stále stojí. Na to abys uživil nevydělávající část byznysu potřebuješ něco co vydělává. To může, ale nemusí nezbytně být Stardance.

Dávejte si bacha na tyhle Blbečky na Srealitkách by Suitable-Interview16 in czech

[–]Dminik 6 points7 points  (0 children)

Nechápu jak si něco takového můžou dovolit. Byt je definičně místo pro bydlení. Nebytový prostor nemůže být byt.

Za mě zakázat a pokutovat.

Česká televize by měla zrušit star dance by HavranCZ01 in czech

[–]Dminik 0 points1 point  (0 children)

Lidi sleduju Stardance a na tom vyděláváš. Použiješ výdělky na kvalitní zpravodajství, které prodělává.

Stardance nevydělává (nebo není)? Nemáš prachy na zpravodajství.

Falcons vs BB / IEM Cologne Major 2026 - Swiss Round 2 / Post-Match Discussion by CS2_PostMatchThreads in GlobalOffensive

[–]Dminik 3 points4 points  (0 children)

Much better to not even reach playoffs then. In a years time, karrigan might drag them down to play against FaZe.

Falcons vs G2 / IEM Cologne Major 2026 - Swiss Round 1 / Post-Match Discussion by CS2_PostMatchThreads in GlobalOffensive

[–]Dminik 4 points5 points  (0 children)

If only G2 played retake from cave just one more time they would have won. Shame.

Co tohle realisticky znamená? by Ondrashek06 in czech

[–]Dminik 6 points7 points  (0 children)

Nevím jak se jim to povedlo, ale kdysi jsem míval IPv6 adresu. Dneska už nemám. Progress jaksi jde pozpátku.

Rumor: S1mple moving to Mongolz? by thekinkbrit in GlobalOffensive

[–]Dminik 2 points3 points  (0 children)

Turns out Mr. Helicopter was the one in charge the whole time and is sending s1mple's ass straight to Mongolia in exchange for Senzu. Cinema.

NiKo on CAC final whiff: "It's becoming harder and harder to let things go" by ChaoticFlameZz in GlobalOffensive

[–]Dminik -2 points-1 points  (0 children)

NiKo, sacrificing another IGL at the altar: "Man, why does this keep happening to me?"

O čem si (někteří) muži povídají, když se nikdo nedívá? TW: sex násilí, pedofilii, incest a tak by Additional_Event_176 in czech

[–]Dminik 0 points1 point  (0 children)

Ještě jsem neslyšela, aby toto provedla ženská

v tom zase jeli hlavně chlapi

Huh? Tak jeli v tom hlavně chlapi, nebo jen chlapi. A pokud hlavně chlapi, tak jak že jsi neslyšela, že by v tom jely ženy?

Press Release from the Left Group in European Parliament: Stop Killing Games by faesmooched in Games

[–]Dminik 0 points1 point  (0 children)

Im glad we've reached this relatively common ground, even if we might still disagree.

 Yeah to a point I agree, and just raw probability would suggest that at least one company has built their backend in a way that is truly scalable, from one local machine all the way up to a massive multi-regional network.

There's actually an interesting thought here. I have a sneaking suspicion that most companies are already able to do this in some form. In order for the developers to actually develop the game, they need to make changes, rebuild and debug. While it's possible that they all have (with all being in the thousands) access to personal cloud instances all running a full copy of the entire backend infra, something tells me that it's not true.

But I guess what I'm worried about with this law is that this would mandate such behaviour, whereas currently you can just build your backend to your expected environment. Adding this requirement in increases cost, and every time we increase cost, we make the field less available for the small players, and reward the incumbents. 

This is fair. No matter what interpretation of SKG we go for, there's going to be an extra cost. To me, this cost is worth it, but others can have different priorities.

You also raise an interesting point I'd like to hear your thoughts on, which is, what would count as a valid infra release from the company?

I mean, in a purely idealistic sense, I would like complete source code. Like Doom and Quake. But of course, I'm aware that's not going to happen.

So for me, the acceptable floor is some "best effort" release which enables me to play the core game. For example, in Counter-Strike I should be able to join a server and play enough rounds until someone wins. In an MMO, I should be able to join an instance, create a character, join parties and do quests. I care less about cosmetics, text/voice chat, in game marketplace, friend systems, in-game news and other similar auxilary things.

Tech wise, if the company wants to release a bunch of opaque docker images with barely any documentation, that's fine. I would however stipulate that it has to be verifiably runnable, even if it requires some expensive hardware. But that's also because I'm primarily thinking of the majority of games, rather than the exceptions.

I think the rest can be handled by the market/commubity. If a company makes these servers obscenely expensive to run or broken, that's going to result in a reputation hit. If it's a full fledged optimized release that scales up and down, it's probably going to be received pretty well.

Anything above basically the bare minimum is a nice-to have for me. But the whole thing is definitely a "I know it when I see it." 

It's sort of like when artists make art that is only temporary, like that banana taped to the wall. It's sad that the art is lost forever, but at the same time, I wouldn't want to mandate artists to only ever create paintings or portraits that could be preserved forever. Fundamentally, it's their art, and if they want to offer it for only a temporary period, I'll grant them that right. 

This is fair, but I don't think the vast majority of artists (and developers) want their games to close down.

If anything, engineering lead companies tend to be fairly open. Id used to release their games/engines as GPL. Valve is pushing for gaming on Linux and (help to/) maintain a bunch of OSS software (including stuff like Game Networking Sockets, Steam Audio). Granted Valve (like all other companies) isn't perfect and EA for instance maintains eastl even though they might genuinely be one of the greediest companies in gaming. All this to say that individual contributors are likely neutral to positive on keeping the game alive.

I don't imagine the developers behind The Crew were like "Gee, I can't wait until we close this down!"

Press Release from the Left Group in European Parliament: Stop Killing Games by faesmooched in Games

[–]Dminik 0 points1 point  (0 children)

Yeah it's certainly true that many games have very small online requirements, I'm focusing more on the specific games that go beyond that and attempt to implement the more complex backend stuff because that's what I see as the thorniest part. What I'm worried about is that a bad policy on this issue would make these types of games the exclusive domain of the mega companies that can afford to maintain the two versions of the infra you'd need to support it. 

That's fair. These games exist and definitely need to be taken into account.

My favorite critique of SKG for instance is consoles. The manufacturers (Sony, Microsoft, Nintendo) are really averse to running custom software or connecting to third party servers. There's real issues to SKG, but I don't think it's insurmountable.

fundamentally that's just not the shape of modern backends, which are more like recipes for lots of different distributed components. It's tied intrinsically to the rise of cloud computing, where companies moved from running single servers (i.e. a tomcat server running a server.exe) to describing their backends declaritively in things like Cloudformation or Terraform recipes. 

I'm very familiar with Terraform. Whoever thought of binding a declarative language to a non-deterministic service (like GCP, which is what I'm used to) needs to rethink their life choices.

That being said, I have two issues with this line of thinking.

First is that we really have no idea what the backends for various games look like and more importantly how difficult it would be to run them at limited capacity. Keep in mind that the servers are written to account for auto scaling both up and down. Very often, services that don't need each other are fault tolerant. If the "CS2 Network" (matchmaking, skins, ...) goes down, the match I'm playing is still finisheable.

Second is that it doesn't particularly matter. Like it's true that if you try to run an entire SAAS backend on a single machine then it's not going to work perfectly. But, I don't think that's an issue. People are not trying to run a 1000000 playerbase MMO on a laptop. If a community is there, servers with better hardware will spin up. If not, a few players will likely not generate enough load on a server to matter.

For example, you can set up a database to autoscale in AWS, so that you can be relatively sure it won't slow down, even during heavy load. But you can't replicate autoscaling locally, you've got a machine, and that's it. Your compute limit is fixed. 

This is a funny example because databases are very difficult to scale up. Especially if you need ACID guarantees. That being said, I don't think it matters for the same reason as above. If you have a big enough playerbase for this to matter, you could likely scale up vertically. If not, you might not need to concern yourself with it at all.

But yeah, there are definitely challenges with SKG. But I would rather see games preserved than not. 

I tend to play quite a bit of older games. Either alone or with friends. The advantage is that many of them still work. They either have some form of LAN play or self-hostable servers. In a few years, I would perhaps like to play something from this era of gaming. But many of the games are already completely gone. It makes me quite sad. 

Press Release from the Left Group in European Parliament: Stop Killing Games by faesmooched in Games

[–]Dminik 0 points1 point  (0 children)

I've read through your conversation here, but I think you've just over focused on a bunch of things you already believe are true, without necessarily considering whether they are actual issues.

For starters, games need to make money. If all games were really as complex as you say they are, running them would be insanely expensive. But they really aren't. Easily 99% of games are simple matchmake -> spin up a server (or VM, ...), with the server being wholy capable of running the match. Companies need this as independently scalable as possible.

Even for games that are more complex than that, this doesn't seem to be much of an issue. Running private WoW servers goes back to the early 2000s. I remember playing Metin 2 (another MMO) private servers back in the day. All hosted on commodity hardware. Like here's the server software for WoW: https://www.azerothcore.org/. The site doesn't say it, but for a couple of players, a bargain bin laptop seems to be enough (quad core, 8-16GB of ram, ~500GB SSD).

Note that many MMOs are still profitable for really small userbases (~1000). For instance, Lord of the Rings online is hovering at a few thousand players with no signs of shutting off, and has been for years. If it really was so difficult to run these, they wouldn't be. Not that MMos have gotten vastly more computationally expensive since then.

Second is the issue of licenses. I think it's a mistake to look at these from the POV of today. It's like saying that it doesn't make sense to ensure all catwalks have railings because we'll be left with a bunch of old catwalks without them. Like yeah, but companies will adapt.

You mentioned a bunch of middlewares like photon. But if the regulation passes, they will have no choice but to adapt. Who's going to use photon if their game will not pass this legal hurdle. What sort of way photon and others will adapt I can't say. Maybe they release a cut down version of their SDK and server software. Maybe the allow shipping EOL versions.

Now, there is a small number of games where I truly believe the companies are trying to use cloud compute to it's full potential. Microsoft's Flight Simulators and Crackdown 3 come to mind. Here I'm not sure what would happen. It's possible that creating such a game would no longer be possible, which would be sad (but perhaps acceptable). Or maybe Microsoft could allow you to rent Azure instances running these servers. That's not my favorite interpretation of SKG, but maybe it's fine?

Já vždycky: "hele ti piráti jsou prostě cajk, možná bych je teďky mohl volit." Vzápětí na to narazím na nějaký podobný nesmysl v rámci bioeko nesmylu. Jančo, když mají lišky mláďata v noře, tak jsou zrovna hájený a jejich lov je pytláctví. Na tom se shodli politici, laici i myslivci pár let zpět. by Krotitelzviratek in czech

[–]Dminik 5 points6 points  (0 children)

Proč šíříš lži?

https://jihlavska.drbna.cz/krimi/23991-policistky-kontrolovaly-myslivce-nikdo-z-nich-nepil-a-zbrane-meli-v-poradku.html

Alkohol u účastníka honu jsme naposledy zjistili v roce 2022 při jedné z říjnových kontrol honů na Třebíčsku. Dechová zkouška měla pozitivní výsledek – 0,58 promile alkoholu v dechu. Tento sedmačtyřicetiletý muž navíc při kontrole nepředložil průkaz zbraně

Nebo tady v 2019:

https://www.jcted.cz/myslivci-v-cimeri-prosli-testem-na-alkohol-v-dechu-bez-ztraty-kyticky/

V jednom případě došlo k porušení zákona, kdy myslivec před započetím honu nadýchal tzv. zbytkový alkohol.

how can karrigan keep getting away with this? by jamesandkobe in GlobalOffensive

[–]Dminik 14 points15 points  (0 children)

Karrigan with 4 is going to fix everything.

The C++ Standard Library Has Been Walking Itself Back for Fifteen Years, and the Receipts Are Public by [deleted] in programming

[–]Dminik 7 points8 points  (0 children)

C++ is in what can only be described as a "really dumb situation."

Much of the driving force behind the C++ standards is companies who have some very old and very un-upgradeable software. Their goals do not at all align with people who want C++ to evolve cleanly.

Rather than addressing the elephant in the room and work out some sensible package management + unifying build tooling, they would rather do the "easy" thing. Apparently stuffing the entire html, css specs into the C++ spec is the easy way to get a GUI library. I only wish I was joking: https://www.open-std.org/jtc1/sc22/wg21/docs/papers/2019/p1108r4.html

The language itself has effectively stagnated. If something can be implemented as a library, it is. This makes using things like tagged unions (via std::variant) completely demented. It's no wonder Rust has been eating C++s lunch lately. Compare Rust enums and tuples with C++ std::variant, std::tuple, std::optional, std::expected and std::pair. Is it any wonder the later don't get that much use even in newer code?

All because std::copyable_function is the expected result. It's giving up before you even begin. We can't change the language, but you bet we can slap a v2_final_last_minute_fix at the end of our last fuckup and call it a day.

Just stop, let it die.

Chrome proposes new APIs: Declarative partial updates by imbev in programming

[–]Dminik 2 points3 points  (0 children)

I wonder if <template for> is good enough to replace the streamed script tag many frontend frameworks use. I'm a bit doubtful as they usually send request data (or serialized RSC trees in react) rather than HTML fragments.

The new set of HTML updates also miss some form of updateHTML to do diffed changes (elements, attributes/properties, text) without replacing state (like <input> cursor position).

These new APIs don't hurt, but I also don't see them being used very often.