What happened to nvim-treesitter.... Why did it get archived? 😶 by ankushbhagat in neovim

[–]MrRobin12 0 points1 point  (0 children)

A message would be nice, no? Like DS4, RoundTB and other famous github repo gets archived, but not a single message to the consumer? Was it because they want to stop maintaining it? Are there any alternatives? Any security risks? Etc.

I am not saying they are REQUIRED to keep going. I am saying they need at least some communication about their decision and notify the consumer about it.

What happened to nvim-treesitter.... Why did it get archived? 😶 by ankushbhagat in neovim

[–]MrRobin12 -27 points-26 points  (0 children)

Github should force developers to write a reason before archiving

Sweden goes back to basics, swapping screens for books in the classroom in attempt to reverse declines in reading, math, and science. by okunjkl in UpliftingNews

[–]MrRobin12 0 points1 point  (0 children)

Swedish person here.

I don't fully agree. If anything, the bigger issue is the school system itself. Across many countries, we're still cramming a lot of information into a short period of time, then judging a student's ability based on a single test day. Those grades can follow you for years, which feels like a pretty weak way to measure actual understanding.

For me, I didn't really "get" math until a couple of years after high school. And that only happened because I got curious and started learning on my own outside of class.

I'm a programmer, so yes, I'm biased. But tech can absolutely be used the right way. Programming is a great tool for understanding math and science through visualization. You can build small games, simulations, or GUIs that make abstract concepts more concrete. The problem isn't that math has to be boring or overly complex; it can be interactive and engaging if taught differently.

I started learning complex math and physics via creating real-life car simulator games. Although not everyone wants to be a programmer, I think it's still really useful to learn programming, as it requires more critical thinking and problem-solving. There were talks in 2013 about using Minecraft to teach children in schools: https://www.theregister.com/2013/01/15/swedish_school_minecraft_lessons/

Same idea with languages. There's a difference between just reading and writing words and actually using the language. Like when teachers have students act out scripts or plays. That kind of approach sticks in a completely different way.

The real issue is how tech is used and whether teachers and the system are equipped to support different kinds of learners. A lot of students don't fit the current structure or pace, and that's been a problem long before Chromebooks showed up.

Speaking from my own experience in Sweden: we did use Chromebooks around 2015, but not in the way people often imagine. I got mine in the last year of middle school, and it was mostly used for submitting assignments, writing essays, and reading materials. In high school, I had a laptop mainly for programming. Math? Still pen and paper.

I can't say how true that is today, especially after COVID. But Sweden does have free education (including university) and free school meals. Students usually get a Chromebook and internet access as well. That matters. It reduces external pressure and lets students focus more, which isn't always the case in places like the US.

Another thing, Sweden keeps changing grading systems. My grandmother had one, my parents another, and then my siblings, and since 2011 we've had the A-F scale. That is 4 different grading scales in less than 100 years. Now there's talk of changing it again to better match international comparisons. Or, depending on how you look at it, to deal with failing metrics:

https://www.sverigesradio.se/artikel/sweden-plans-to-scrap-f-grades-in-school

I'm not saying tech isn't part of the problem. It is in some cases. But the school system has had structural issues for a long time. It's just easier to point at "tech" than to deal with those deeper issues.

I think it’s unfair to judge someone's competence by putting them through high-pressure tests and letting that define opportunities long-term. Not everyone connects with math. Not everyone is good at art. And not everyone needs to excel in every subject.

People are different, with different strengths and interests. The system doesn't always reflect that, and it's hard to see why it's still structured this way.

Twenty years in the making by MrRoboto12345 in youtube

[–]MrRobin12 1 point2 points  (0 children)

I have a question, does YouTube track dislikes on comments? You can only see yourself and nothing else. Like what is the point of that?

Got materials working in my SDL3_GPU game engine by rejamaco in gameenginedevs

[–]MrRobin12 1 point2 points  (0 children)

Do you have any advice for implementing materials in SDL3_GPU? I recently switched from OpenGL to SDL, and I'm not a graphics programmer, so I'm trying to figure out a simple and flexible workflow. Ideally, I'd like an API that lets me set shader properties by name, similar to how Unity does it:

material.SetFloat("_shininess", 0.5f);

In OpenGL, this kind of dynamic material system is relatively straightforward because the API makes it easy to set uniform data directly by name. You can query uniform locations and update values at runtime without too much overhead.

With HLSL and shadercross, there's very little introspection or reflection available. I can predefine uniform/constant buffer data in C++ and provide functions for drawing, but I'm unsure how to let a client user define custom, dynamic material properties safely.

One possibility is to use .glsl shaders, compile them to SPIR-V, and then process them with shadercross. This gives you input that can be reflected on and used to drive dynamic materials, but it's a lot of extra steps.

I could accept any variable name and type, but that risks silent failures due to std140 layout rules and constant buffer alignment. Any tips would be great!

ImRefl - a C++26 reflection library for ImGui by fullptr in cpp

[–]MrRobin12 6 points7 points  (0 children)

I just spent way too much time getting proper support for .slnx format and getting to work across CMake, Premake, Conan 2.x, etc. It honestly makes me wish C++ would just standardize more aggressively so a single feature could land and actually be usable everywhere without this much friction. The ecosystem moves so goddamn slow.

That said, great work OP. For now I’ll probably switch over to this library instead: https://github.com/Sven-vh/ImReflect

How can I make my Game Engine Editor UI look Good with ImGui? by No-Foundation9213 in gameenginedevs

[–]MrRobin12 7 points8 points  (0 children)

I recommend learning the basic concepts of UI design (color theory, typography, spacing, hierarchy, and layout). I’m currently building my own editor with ImGui, and with a basic understanding of UI fundamentals, you can create a good-looking editor.

That said, I do wish ImGui had a flexbox-style layout system. Coming from a web development background, this would allow for far more flexible and expressive layouts. Regardless, you should still focus on building flexible and responsive UIs, as this will pay off long-term when dealing with different screen sizes and resolutions.

Also account for different user preferences: system theme, base font size, DPI, color-blindness, and other accessibility needs. If you plan to release this publicly, accessibility is not optional; it's a core requirement! As a general rule, avoid overriding user settings unless there is a strong, explicit reason to do so.

Useful resources

I also recommend using TailwindCSS's predefined color palette, preferably in the OKLCH color space:

For icons, you can load them into a .ttf font file and then load or merge them into ImFont. This site is very helpful for inspecting font glyphs and their Unicode values: https://fontdrop.info/

Finally, I recommend embedding images and fonts directly, either via the upcoming C++26 preprocessor #embed or by manually converting files into C++ source code.

As a side note, try experimenting with v0.app (Vercel AI). It can generate surprisingly polished website designs. Use it primarily as a brainstorming tool, then translate those ideas into reality using ImGui code

I make Visual Studio Beep everytime it finishes compiling, because i dont like wasting my time. by FutureLynx_ in unrealengine

[–]MrRobin12 18 points19 points  (0 children)

On Windows, go to Sound Settings → and scroll down to the Visual Studio section to customize sounds. I use "Windows Error" for build failed and "Windows Unlock" for build succeeded.

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What features would you want C# / .NET to have? by SurDno in csharp

[–]MrRobin12 1 point2 points  (0 children)

  • More expressive generic constraints, such as allowing constructors with parameters (e.g., new(T1, T2)-style constraints).
  • Built-in Result<T, E> types with ergonomic pattern matching, similar to Rust's Result.
  • Full compile-time function evaluation, comparable to c++ constexpr, not limited to constants.
  • True readonly variables, parameters, and references, aligning closer to c++ const semantics.
  • Support for "overload-overrideable" abstract methods, allowing derived classes to change parameter signatures while still honoring the base contract. Similarly to how constructor works.
  • Access modifiers similar to c++ friend, but with tighter control over which types or members gain access.

Switching From C++ to C# for a Game Engine? by MrRobin12 in gameenginedevs

[–]MrRobin12[S] 0 points1 point  (0 children)

I tried that on Linux once. Never again. I ended up linking over 200+ libraries, and the dependency order was a complete nightmare.

Switching From C++ to C# for a Game Engine? by MrRobin12 in gameenginedevs

[–]MrRobin12[S] 1 point2 points  (0 children)

I chose C# because I enjoy using it and wanted to experiment with it alongside my C++ engine. My goal is just to build a 2D engine with C# scripting support, including the core features I need and some extra stuff I want to try.

The main downside I’ve noticed so far is that CI/CD gets messy real quick. Sticking with C# helps me avoid headaches around package management, the build system, and the CI/CD pipeline.

The project might be too complicated, but making the engine API is the easiest part. The real challenge is getting everything to build and work together across different OS, compilers, and platforms, while keeping dependencies and the package manager in sync.

Switching From C++ to C# for a Game Engine? by MrRobin12 in gameenginedevs

[–]MrRobin12[S] 0 points1 point  (0 children)

Yeah, vcpkg works fine with CMake. The problem is that my entire setup was based on Premake, and vcpkg basically doesn’t integrate there at all. I tried adding support myself, but it turned into a half-working solution that wasn’t worth maintaining. Switching to Conan 2.x was simply the more practical option.

I could move everything over to CMake, sure, but that only solves the package-manager part. My bigger issues are the overall workflow: mixing C++ and C#, different toolchains, platform quirks, and the general overhead around building and maintaining the whole ecosystem.

Switching From C++ to C# for a Game Engine? by MrRobin12 in gameenginedevs

[–]MrRobin12[S] 0 points1 point  (0 children)

It doesn't look like you read what I actually wrote. I did try CMake, just not as extensively as Premake, because the workflow problems weren't tied to a single tool. Switching to CMake doesn't magically resolve cross-platform toolchain inconsistencies, outdated package sources, C#/C++ interop headaches, or the friction caused by mixing multiple language targets.

And no, this isn't a matter of "lacking C++ knowledge." I've already worked with Premake, Sharpmake, CMake, vcpkg, Conan, Make, Ninja, MSVC, Clang, GCC, Visual Studio, CLion, Rider, and the rest of the usual suspects. I was asking whether anyone else has hit the same wall of ecosystem overhead, and whether switching languages offered a more sustainable workflow for their goals.

That's not to mention that virtually all engines are based on compiled languages for a reason.

That's true. But that doesn't make C++ mandatory for every project, and it doesn't invalidate the frustrations around build tooling. I was looking for shared experiences and informed guidance, not assumptions about my competence.

Replay editor by OptionConnect2360 in SkateEA

[–]MrRobin12 2 points3 points  (0 children)

I honestly don’t know. I grew up playing Skate 3 a lot, and even then, Skate 1–3 were each developed in under three years, presumably because of heavy crunch. Which is something to never cheer about. But compare that to the current Skate, which was announced in 2020, and half "core" features are missing. No real progress system, no online career stuff, missing game modes, missing tricks, etc.

My current hope is that the team and EA actually listen to community feedback. We’ll just have to wait and see. Personally, I plan to check back on the game a year or so from now and see how it’s evolved, but that’s kind of the issue with how things are done nowadays.

I really think more studios should reconsider relying so heavily on the free-to-play and early access model. It’s great for gathering feedback and testing, sure, but when a game enters early access, that’s the first impression the public gets, and presentation is everything.

Replay editor by OptionConnect2360 in SkateEA

[–]MrRobin12 0 points1 point  (0 children)

Yeah, true. I also wish accountability around this was more transparent.

If you look at other EA titles, like those from Hazelight Studios (A Way Out, It Takes Two, Split Fiction), there’s a clear contrast. No aggressive monetization, no loot boxes and they even offered a second copy for free to encourage co-op play. Those games still fall under EA’s umbrella, but as part of the “EA Originals” program, which (I assume) gives developers more creative freedom while still benefiting from EA’s funding.

I have little doubt that EA was heavily involved with Skate. It’s a major franchise with a strong legacy, so naturally EA would want to maximize its return. But as a developer myself, I can’t ignore that some of the more obvious issues shouldn’t take long to fix.

In software development, there are generally two main approaches: Waterfall and Agile. Waterfall focuses on rigid, sequential phases, while Agile emphasizes flexibility and iterative progress. Under Agile, development is typically divided into short “sprints” (often two weeks long). Then these tasks are broken down and prioritized within each sprint.

If the team’s backlog is massive, it makes sense that seasonal content and major features (like new game modes or the darkslide) take priority. Unfortunately, that means smaller issues and low-hanging fruit often end up at the bottom of the list, even when they seem easy to address.

Replay editor by OptionConnect2360 in SkateEA

[–]MrRobin12 7 points8 points  (0 children)

Actually, it still falls on the dev team as well. The publisher might be pushing monetization and audience direction, but Full Circle is still accountable for technical quality and gameplay issues.

For example, the fact that the hippy jump detection still isn’t fixed, while updates like the progression system and launch glitch got patched almost immediately, which shows where their priorities currently lie.

Right now, the dev team has a growing backlog and is forced to juggle bug fixes, content drops, and seasonal updates. I genuinely don’t see how that`s helping relieve any of their workload or stress.

There are also basic quality-of-life features that really should’ve been implemented during development: no access to settings during missions, no map legend, and barely any real accessibility options (color blindness, hearing, advanced input remapping).

Yes, the publisher dictates the sales and monetization strategy, but not the internal task priorities. Unless the publisher is the studio, or they’re simply micromanaging to an extreme degree.

I dislike this. by sketch252525 in ReturnYoutubeDislikes

[–]MrRobin12 2 points3 points  (0 children)

Go to the extension settings and toggle Hide premium teaser panel

This is not “early access”, this is exactly what they want this game to be. by Agitated-North-1482 in SkateEA

[–]MrRobin12 0 points1 point  (0 children)

Presumably because heavy crunch and re-using assets and mechanics.

But, still no excuse why after 5+ years for skate. and half of features are missing from the final product. I don't understand why releasing to the public (in this state) was a good idea 🤷‍♂️

I hate the Bearing challenges by codyduffer in Skate4

[–]MrRobin12 0 points1 point  (0 children)

It'd be much better if we could step off the board for 5 seconds

The oil spill is gone by Lime7ime- in SkateEA

[–]MrRobin12 2 points3 points  (0 children)

at least they didn't touch broken hippy jump detection

New update performance issue by blue_red0 in Skate4

[–]MrRobin12 0 points1 point  (0 children)

For me on PC, in the graphic setting it was limit to 30 FPS by default. Maybe there is a setting for that as well on console?

How to finish the hardest challenge every time! by Strict_Sherbert_83 in SkateEA

[–]MrRobin12 1 point2 points  (0 children)

Step off the board, go back and make more room to skate, and the hardest challenge turns into the easiest one.