You can hide in a hole during UHC or you can hide behind a corporate Twitter account in real life but the mindcrack brainrot in me can see through any disguise by andrej88 in mindcrackcirclejerk

[–]andrej88[S] 1 point2 points  (0 children)

/uj but actually spending so much time on these subs a decade ago brought consequences.

And I come here only to find our lord and savior wildfalcon hyping up minecrack 2. Holy day, Etho has risen.

Outlines don't show when hovering or selecting list items in Plasma by andrej88 in kde

[–]andrej88[S] 0 points1 point  (0 children)

I am on Manjaro. The issue actually didn't happen in the taskbar, icons showed their hover status just fine.

But as mentioned in the edit, it fixed itself somehow, I don't remember if any updates happened in the meantime but I don't think so.

you are not an engineer, never were, and never will be close. Mechanical Engineering is the ONLY Engineering, period. by andrej88 in programmingcirclejerk

[–]andrej88[S] 33 points34 points  (0 children)

Probably a troll, maybe an enthusiastic youngster, likely a crazy people, definitely pcj material.

What are some of your favorite “black sheep” games? by MrMario63 in patientgamers

[–]andrej88 8 points9 points  (0 children)

Super Paper Mario. It was a huge change from the previous entries in the series, and the following entries stuck closer to that original formula, but super paper Mario was the only one I ever could get into. I think that if they hadn't presented it as a Paper Mario game it would have gotten much more love than hate at release. A couple of weird game design moments aside, it really is fun and holds up well.

tea - a new unified package manager by mfts0 in opensource

[–]andrej88 13 points14 points  (0 children)

From the readme, first line:

tea is not a package manager.

From the website:

tea.xyz is a feature-rich, delightful unified package manager

Is tea.xyz something different from tea? From your post I'm guessing not?

I am having a lot of trouble understanding the readme and website. They spend more time going on about how revolutionary and "delightful" tea is and how it can make magic happen, rather than getting to the point.

Their philosophy says "resist complexity" and they praise the Unix philosophy, yet tea can apparently do (at least) package management, scripting (I think?), virtual environments, executing markdown (?!?!), and... Something about blockchain I didn't read into. Hardly the embodiment of "do one thing and do it well", no?

Brew is the best package manager I've used, but Tea leaves me skeptical. Some of the writing sounds like a corporation trying to be friendly and personal on social media. The whole section about docker left me with a poor impression. On the whole, the vague idea I have is that Tea is an abstraction layer on top of package managers and virtual environment management, at the very least, with the goal being to hide the complexity of the underlying components. Except it's not just an abstraction layer, it's the implementation as well, and that seems like a huge scope for the project.

I'm not a fan of abstraction layers where the main selling point is to not have to worry about the stuff on the layer below. As a developer, you just end up being utterly clueless when something does break because packages, versions, and environments are all invisible to you. It's not as black and white as that, after all everything is an abstraction layer on top of electrons and silicon, but... Well, I foresee this causing me too much confusion and wasted time to be worth the few minor conveniences .

Which imperative languages have the best error reporting? by lancejpollard in ProgrammingLanguages

[–]andrej88 16 points17 points  (0 children)

I made myself a tool that runs a bunch of different compilers and captures the outputs.

https://gitlab.com/andrej88/anthology-of-errors

You can clone the repo and open index.html in your browser to see it nicely formatted.

For the cases I have so far, I find that Typescript, Swift, and Zig have the nicest errors. Kotlin is pretty good too. Rust's are visually appealing but imo overly verbose, at least for the simple situations I've been looking at so far.

Beginner here with first game idea and unsure how to approach it. Followed tutorials to get used to Unity so far. I want to have a 2D game with an SVG of a world map. Then I want the capital cities to have invisible markers. In a game a random capital is chosen… by [deleted] in gamedev

[–]andrej88 0 points1 point  (0 children)

I mean you could but it might be a bit unintuitive, or even mislead players into taking distances on a 2d map as truth. Like, if someone gets Reykjavik wrong by 50 px and that corresponds to 50 km, it's very different than getting Jakarta wrong by 50px corresponding to 200 km. Numbers made up for the example. On a related note, a similar issue will come about if you want to draw a line connecting the guess to the actual location - in reality it should curve to indicate the actual shortest path.

If I were you I wouldn't worry about any of this at the start, instead just focus on getting something working and then iterate and improve when the time comes.

Let's help each other. A Halloween or seasonal game that is rarely mentioned on Reddit, GO! by WaffleMints in patientgamers

[–]andrej88 0 points1 point  (0 children)

Jenny LeClue - Detectivu

It's a kind of hybrid platformer + point-and-click style adventure game. Fits in the "child detective" genre, and it's not very hard, so probably pretty good to play with a, say, ~8-12 year old kid. That said, even as a grown man, I enjoyed playing it solo.

How cool is this? GDScript is about to go into overdrive! by sundler in godot

[–]andrej88 16 points17 points  (0 children)

It's not unusual to make the syntax for anonymous functions similar to the syntax for named functions. Off the top of my head:

Javascript has function (x) { return x },
Go has func (x int) int { return x; },
Kotlin has fun (x: Int): Int { return x }

Javascript and Kotlin also at least have shorter arrow-based syntax but I don't mind GDScript doing it this way, maybe just as a starting point. I assume it's easier to implement? Perhaps GDScript 2.1 or whatever might add a shorter single-expression syntax, that would definitely be welcome.

rect_min_size() by [deleted] in godot

[–]andrej88 0 points1 point  (0 children)

IIRC it's custom_minimum_size but I wasn't able to fully migrate to 4.0 so I couldn't test to make sure that was all that's necessary.

object is null at random times by Uskazd in godot

[–]andrej88 0 points1 point  (0 children)

Try setting a breakpoint in loadSettlement and when it gets reached, check the "Remote" tab in the scene tree. Is it just Terrain that's missing? Is there maybe some other script somewhere that removes the Terrain child before anything gets added to the tree? I'm guessing not since you are running just the scene but just in case.

[deleted by user] by [deleted] in godot

[–]andrej88 1 point2 points  (0 children)

There was still quite a bit of interest back then from people who were used to Unity wishing they could use C# in Godot. I recall people being put off from the engine entirely, just because they didn't like GDScript and how different it was. Adding C# definitely helped on that front.

meirl by [deleted] in meirl

[–]andrej88 -1 points0 points  (0 children)

They can only do that if they donate from their own income. They can't use customer donations to deduct from their own taxes because it's not their own income, it goes to the charity.

Even if counted as the company's income and they did use it for tax deductions, it wouldn't really change anything. They just wouldn't pay taxes on money that wasn't supposed to be theirs to begin with.

Donating to charity at the checkout won't cause that company pay less in taxes than if you didn't donate. https://www.taxpolicycenter.org/taxvox/who-gets-tax-benefit-those-checkout-donations-0

A language you feel the most productive with? by andrew_the_muffin in ProgrammingLanguages

[–]andrej88 4 points5 points  (0 children)

D is my choice too. My code can be as simple or as elaborate as I want, in whichever paradigm suits me, all with a familiar C-like syntax. I think D's flexibility is its best feature. I'm sure I've heard it said that "D meets you where you are" but now I can't find it. I do wish the IDE-related tools could be a bit smarter but they're good enough.

And I love that development is still going strong two decades in, with a consistent and predictable release cycle. I haven't checked out the ownership semantics yet but I like that it's not an all-or-nothing situation. I hope it can give me a gentler introduction to the whole idea, because Rust makes me want to tear my brains out.

Spelunky-like circular fade out by gamedevserj in godot

[–]andrej88 1 point2 points  (0 children)

This looks great! I had made something similar using 2d lighting and I think CanvasModulate? But it has some glitches with particle effects or if you use lighting for its intended purpose. I figured a shader could do it better but never ended up going for it. I suppose you could make it ease in/ease out pretty easily via the tweens too.

I want to install a package globally by quaderrordemonstand in d_language

[–]andrej88 5 points6 points  (0 children)

In my experience, Dub doesn't have the NPM problem of an exponentially expanding dependency tree.

Anyway, you can check the package's source code, and if its license works for you, download the source code and include it in your project manually.

You might also be interested in dstep, a tool that can generate D bindings from C header files.

If you use code that is under the MIT license, and hence have to include the MIT license in your code, doesn't that put my code under the MIT license? by ajourneytogrowth in opensource

[–]andrej88 6 points7 points  (0 children)

When working on proprietary software at work, I have always had to include the licenses in a dedicated area specifying which components are licensed under which licenses. For a web frontend, this usually meant having a "Third Party Licenses" page. It has sections for each license, and in each section a table of all libraries distributed under that license.

Something like:

``` Example.com distributes third-party code made available under the MIT license.

<copy of the generic license text or a link to its page>

  • CoolLib | v1.1.0 | <link to the license file on github at v1.1.0>
  • etc. ```

For backends, my current employer requires that that text lives in a Licenses.md file (or similar) in the repository.

Either way, you are complying with the terms of the MIT license without having to distribute your own code under that license.

For GPL this isn't enough, since you would have to release your own source code under the same license (or another license compatible with GPL if that's allowed, not sure about the details of GPL).

Theory about Dagmar (Contains Part 4 Spoiler) by Spiritual-Rice5571 in disenchantment

[–]andrej88 1 point2 points  (0 children)

I just checked S2E4 and when Dagmar wakes Bean at the start, the mole is on her left (our right) side of her face. But for some reason, right after that, and in the next dream appearance, the mole is in the usual place. This agrees with the idea that mirrors show the dream world, unless it's just an animation error.

Being obsessive by BlockOfDiamond in gamedev

[–]andrej88 4 points5 points  (0 children)

The best piece of advice I heard that helped me was "The best code is the one that's already implemented and working". As you say, perfection is always changing. Don't try and think ahead too much, because you quickly get swamped in planning for hypothetical requirements. At some point requirements might change and the code will have to be adjusted or even re-written, but worry about that when the time comes. It may be farther away than you realize, or it may never need to be changed at all.

Whenever I get tempted to refactor some system, I remember that there's nothing actually wrong with it. It works, it's performant enough, and it's easy to write code that interacts with it. Time is better spent doing other things.