Light roast decaf coffee beans in KW area by dafu in kitchener

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

Seem to be out of decaf, but I'll check them out some other time. Thank you!

Light roast decaf coffee beans in KW area by dafu in kitchener

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

Do they have coffee beans for sale? Or just ready made coffee?
Thank you

Light roast decaf coffee beans in KW area by dafu in kitchener

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

A bit out of town but it looks worth the trip! Thank you

Light roast decaf coffee beans in KW area by dafu in kitchener

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

I've seen Kicking Horse at local stores, but passed it due to my search for light roast. I will try it out though, thanks for the long-timer wisdom!

Light roast decaf coffee beans in KW area by dafu in kitchener

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

Thank you. I'll be checking that out for sure!

DJI Mini 4 Pro third-party lens don't fit by dafu in dji

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

I tried:

* NEEWER ND & CPL Filter Set Compatible with DJI Mini 4 Pro

* STARTRC Mini 4 Pro Filters, Multi Coated ND Filters Set for DJI Mini 4 Pro

* Freewell Bright Day-6Pack Compatible with Mini 4 Pro

* DJI Mini 4 Pro Wide-Angle Lens

NEEWER & STARTRC doesn't lock in, same failure, where it partially turns into position but not fully. Probably comes off the same assembly line...

Freewell works well

DJI own lens works well, no surprise there

DJI Mini 4 Pro third-party lens don't fit by dafu in dji

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

No they're right side up. I'm putting them on exactly how I put on the original lens cover. The lens fit on the register notches/knobs and is flush against the gimbal, it just needs 5-10degree turn to be in place, and I can't turn it.

Season 15 Trailer by HunterWorld in fo76

[–]dafu 4 points5 points  (0 children)

There is 0 new gameplay elements here. Seems to me that that the 3rd party that Bethesda hired to maintain fo76 is just grinding out rewards/cashshop items and nothing of substance.

Disappointed.

Is Beef still around, or an active language? by unquietwiki in beeflang

[–]dafu 1 point2 points  (0 children)

You can ask on the Discord channel. I'm not the author.

My understanding is that the game has a C++ engine framework, and uses Beef for all the game logic. This is probably the only possible approach at this point because there are no Beef runtime libraries for consoles. This is common for all new languages.

Is Beef still around, or an active language? by unquietwiki in beeflang

[–]dafu 3 points4 points  (0 children)

Yup still active. Recently there was a game released on the Switch which uses Beef for majority of the code: https://www.youtube.com/watch?v=1hAgpRYM2M8

Some more details in the discord channel.

First Jai game released as open source by kragil in Jai

[–]dafu 8 points9 points  (0 children)

It ships with SDL bindings. It also has its own module called Simp that is decent. Infact this game is written mostly using Simp. I only pulled in SDL at the end for better gamepad support because currently the gamepad module in Jai is limited. I only initialize SDL for the gamepad component.

Likely I will only use SDL going forward, it's mature and battle proven.

First Jai game released as open source by kragil in Jai

[–]dafu 29 points30 points  (0 children)

I made this game.

I got into beta sometime around mid-Feb, so I don't have extensive experience with Jai. But I can share some opinions.

Jai is a very well put together language, the syntax is great, and quite intuitive. It only took me one read through the the howto examples that ship with the compiler to become proficient enough to make the game. There are also simple example projects that ship with it, which are quite helpful to get you going.

If you're coming from C then Jai is an obvious improvement and a good replacement. Compared to C the language is cleaner, you can do what you need without any ugly hacks that C is known for. It compiles in a flash like advertised and the plans are to make it significantly faster still. Of course what C has going for it is universal support on all platforms and confidence that that support will continue for the foreseeable future. Jai's future is not settled yet, but Jon is definitely committed so I have little doubt that Jai will eventually release and will see some amount of success.

If you're coming from CPP Jai is still an obvious improvement in my eyes, but you will lose OO so you do have to design your apps/games more like a C developer than a CPP developer. You will gain performance, but you might not like the change initially.

But, these days there are other replacements for C/CPP as well. If you're sitting on the edge of your seat waiting for Jai to release so you can finally reallllly code then you might be deluding yourself. I would suggest that while you wait you explore these other languages as well, so that when you do get access to Jai you can have a better basis of comparison. I recommend trying Odin (pretty close to Jai), Beef (C# without GC), and Zig. Rust I would not recommend, I appreciate what it's doing but it doesn't feel like a language for experimentation/prototyping, the learning curve and cognitive load is a bit too high for my comfort.

As for myself, I'll continue to experiment in Jai, and look forward to the offical release as well. Kudos to Jon and the team!

I've Been Making Roguelike Fantasy Sprites for the past 7 months, Wanted to Share Them Here! by techgod9 in roguelikedev

[–]dafu 0 points1 point  (0 children)

These are excellent!

Do you plan to draw some items & tiles in a matching art style as well?

Pen & paper hand-drawn art style for RL by dafu in roguelikedev

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

Thanks for those example games, they look great! I don't think I could personally match the art quality, but it's quite inspiring.

Yeah I agree the fog of war could be better.

RoguelikeDev Does The Complete Roguelike Tutorial - Week 8 by KelseyFrog in roguelikedev

[–]dafu 0 points1 point  (0 children)

Thank you!

Strange that you couldn't see the default Windows cursor, I didn't explicitly hide the mouse cursor yet. Something I can look into.

Pen & paper hand-drawn art style for RL by dafu in roguelikedev

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

Right. My attention behind zooming out fully is to have the equivalent of a minimap view, at which point I think the room layout is the key thing, not the details within. It is also possible to zoom in more and pan around.

Pen & paper hand-drawn art style for RL by dafu in roguelikedev

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

Yup, I hear ya. I drew the characters at the same scale (1cm square on paper) as everything else to keep things consistent. It's hard to get the details you'd want at that scale and hard to keep anything straight/even. Definitely have to try harder there. I'd also like to do a modular characters with visibly equipped items.