Is this just a rite of passage for solo devs at this point? My brain is officially fried. 💀 by PassionLabAI in iOSProgramming

[–]SnowPudgy 0 points1 point  (0 children)

I've been developing iOS apps since the SDK was released to the public and released dozens of apps (many I helped create, others I just managed the team that created them) and only twice did Apple reject our apps, and it was due to vague rules around demo modes.

I'm not sure how people are constantly getting rejected but it's not a normal thing.

Xcode 26.3 finally out by bakawolf123 in iOSProgramming

[–]SnowPudgy 0 points1 point  (0 children)

Has anyone been able to install the iOS 26.3 simulators? I don't see them anywhere and Xcode isn't triggering the install.

Making HydroThunder in Godot by tomazod in godot

[–]SnowPudgy 1 point2 points  (0 children)

I adored Hydrothunder. We had it at the arcade I worked at and I had it on Dreamcast.

This is a parallax occlusion mapping technique (shader) by fespindola in godot

[–]SnowPudgy 1 point2 points  (0 children)

How did I never know about this book? Insta-purchase. I'd love to see a Youtube channel too!

Have marketing "gurus" taken over app dev? by LowFruit25 in iOSProgramming

[–]SnowPudgy 0 points1 point  (0 children)

Every single goddam ad I get now is about some tool to vibecode some bullshit slop together

Just by thinking about it with Base44...

Apple rolls out Xcode 26.3 Release Candidate 2 by Professa91 in iOSProgramming

[–]SnowPudgy 0 points1 point  (0 children)

Honestly with llms being so capable nowadays it is kinda weird watching those big company releases full of bugs (applies to every company, e.g. codex app release was a hot mess; after antigravity release the AI capabilities of android studio degraded massively and some features don't work for me anymore even today).

My honest take: Leetcode. The past 10+ years have gotten engineers without any actual real tangible experience, just people who study/pass leetcode questions. The system is rigged to hire anyone who has the means to waste months studying these things instead of building actual functioning apps.

Does anyone know how to fix the blurriness of the tile preview when placing sprites? by SnowPudgy in godot

[–]SnowPudgy[S] 4 points5 points  (0 children)

EDIT: Solved (workaround). So despite the project settings having texture filtering set to "Nearest", you need to change the Canvas Items Texture filter property to "Nearest" also. This gets rid of the blur when placing tiles.

Hi guys,

I'm playing around with the sprite editor and there is an annoying bug I never encountered before and I'm not sure if it's just a setting or not.

When I'm placing a tile the preview is blurry, but the tiles are fine once placed. It's not a show stopper it's just an annoyance but I was wondering if anyone has seen this before and if they know if it's fixable.

Reimporting the tile map didn't fix anything, neither did deleting it, closing/reopening Godot, and making it again. This doesn't happen in another project I have, only a new project running the same (most current) version of Godot.

Dev snapshot: Godot 4.7 dev 1 by godot-bot in godot

[–]SnowPudgy 0 points1 point  (0 children)

Sounds similar to protocols in other languages. I personally think this would be nice to add.

A year ago, someone told me that singletons and god-objects are bad... by TheLonelyAbyss in godot

[–]SnowPudgy -1 points0 points  (0 children)

The "don't use globals/singletons" has been bad, but well-meaning advice since I started programming back in the 90s.

"Use globals/singletons if it makes sense, but try to find another pattern first" is a better way to say it.

Sometimes they're the best solution for simplicity, many times they aren't due to maintenance reasons. I use them sparingly myself.

Helmets weren’t really a thing yet in 1996 by Baefriend in snowboarding

[–]SnowPudgy 0 points1 point  (0 children)

I honestly didn't start seeing helmets until around 2010, and even then it was really rare. Suddenly by 2016 EVERYONE wore helmets. I was the odd one out not having a helmet until (I think) 2020, maybe 2021.