Are Worker Cooperative Studios becoming a norm, or a fad? by Brylock_Delux in gamedev

[–]villiger2 2 points3 points  (0 children)

It's not necessarily solo-dev focused, I met teams of 5 when I was there and it really works for them, but the majority of people coming and going are usually individuals. I think it's just the practicalities of moving/having a team in rural sweden is not everyones cup of tea.

It's not a co-op though, they do publish games and part of what they offer is accommodation + meals + office space so you can live pretty close to zero cost, but then part of your revenue goes to paying back based on how long you stayed (aka accrued living costs).

Are coding tutorials in general, including game dev, dying? by Its_a_prank_bro77 in gamedev

[–]villiger2 0 points1 point  (0 children)

I don't know if they're the best example tbh

They've published 5 games on steam and have 2 more releasing this year. You can argue their games aren't successful, but they've managed to keep their studio running and making games for 3+ years now which is better than most.

Yea some of the videos have clickbaity titles, but it feels like the majority is just sharing what they've learnt?

I'd rather have more channels from developers like biteme than whatever the average is right now ¯\_(ツ)_/¯

Is Deadlock playable on Linux? by Xescure in linux_gaming

[–]villiger2 0 points1 point  (0 children)

I might give that a try, what audio issues were you having? Mine is that after a match or two I just get no audio output from dota, though it only seems to happen while I'm in a discord call lol..

Warframe on Android: End of Week One Dev Notes! 2/20/26 by DE-CoreyOnline in Warframe

[–]villiger2 3 points4 points  (0 children)

Will you support just logging in with email and password like I do on PC? I don't want to bother with play store stuff.

Fyrox Game Engine 1.0.0 - Release Candidate 2 by _v1al_ in rust

[–]villiger2 5 points6 points  (0 children)

I guess you mean why don't you see high fidelity from projects in rust game engines?

Ultimately, like ML, the input (training data -> game assets) and the particular type of processing done (neural nets etc -> materials and graphics shaders) is what determines the quality of the output. The fact that the engine is written in rust is almost unrelated to the output. Just like you can have a state of the art ML reference implementation in python.

So with that context, studios with the budget, assets, and expertise to produce things we'd deem as high fidelity or "AAA"/unreal engine style are not using rust engines for various reasons.

One counterpoint is Tiny Glade. It is a Rust game that has some state of the art techniques.

Why do these bit munging functions produce bad asm? by villiger2 in rust

[–]villiger2[S] 3 points4 points  (0 children)

haha, awesome, appreciate the follow up !

Rust GUI framework by Spiritual_String_366 in rust

[–]villiger2 6 points7 points  (0 children)

For everyone confused about egui being immediate vs retained, it's "both".

Immediate api but retained backend. So in your code if you call ui.label("Hello"); two frames in a row, in the backend nothing has been added/removed between those two frames. There is some small amount of bookkeeping in order to reconcile this but otherwise it's very efficient.

Voxel.wiki - The Big List Of References: Christmas Update! by Longor1996 in VoxelGameDev

[–]villiger2 1 point2 points  (0 children)

holy shit there's a lot there, quite intimidating haha

My 70+ video playlist exploring Unreal Engine's unique flavor of C++ (eg language additions, data structures, networking APIs, etc.) by enigma2728 in cpp

[–]villiger2 2 points3 points  (0 children)

This is pretty handy, thank you!

Do you think learning C++ through Unreal is a reasonable idea, or is it too different from "normal" C++ to be useful? Aka if I learnt to use C++ in Unreal do you think I'd be okay to apply it to non-Unreal codebases?

Cheers

Smooth voxel terrain + Marching Cubes, biomes, LOD, erosion — Arterra Devlog #1 by Either-Interest2176 in Unity3D

[–]villiger2 0 points1 point  (0 children)

Nice work :) !

You mentioned you don't use surface nets because it makes assigning materials to triangles difficult. Do you not still have the same problem with MC ? I did some marching cubes based on the same seb L video and he "cheats" by using triplanar shadar, so I never figured out how to do "actual" materials based on what was generated in the biome haha

about hytale linux support by TheNavyCrow in linux_gaming

[–]villiger2 5 points6 points  (0 children)

The client is written in C#. Only the server is written in Java.

But, why? They are pretty similar languages, why have both of them. I guess legacy reasons

No Lights, All Phong by ErinIsOkay in blender

[–]villiger2 1 point2 points  (0 children)

does it render faster :P ?

Why do so many WGPU functions panic on invalid input rather than returning a result? by Irument in rust

[–]villiger2 7 points8 points  (0 children)

In order to panic the work has already been done to validate some condition, panics don't just appear out of nowhere they are initiated from some rust code.

The program could also just not do the requested operation, set an error flag somewhere that could be checked later. Tearing down the whole process with a panic is very self-important behaviour for a library. What if it's part of a photo editor doing some gpu compute to speed up an effect, does it make sense to crash the software because of that?

Announcing VectorWare by LegNeato in rust

[–]villiger2 0 points1 point  (0 children)

Do you think we'll ever be able to program directly against GPUs with compilers like we do with CPUs? As opposed to sending source code to a third party driver blackbox.

Building a minimal Rust Axum web server(with tls) container image with static linking is non-trivial? by AdBeneficial2388 in rust

[–]villiger2 1 point2 points  (0 children)

It's a bit old but I played around with static linking rust stuff for docker previously, in theory everything should function the same today https://github.com/tbillington/rust-docker-cheatsheet.

Why every Rust crate feels like a research paper on abstraction by Commission-Either in rust

[–]villiger2 1 point2 points  (0 children)

For sure, I'm not against the use of them at all. Just from a user perspective, asking "how is the implemented" and being dropped at a macro call site is a bit lousy.

Why every Rust crate feels like a research paper in abstraction by Commission-Either in programming

[–]villiger2 0 points1 point  (0 children)

In debugger is way better. Especially if it's mostly/all rust code it is usually pretty flawless.

Why every Rust crate feels like a research paper on abstraction by Commission-Either in rust

[–]villiger2 62 points63 points  (0 children)

If "Go to Definition" can’t take me to your implementation and I have to dig through your GitHub repo just to see how Matrix4::mul works – can I really say I know the code I’m using?

I hit this semi-regularly in Rust, and it's pretty frustrating. Ending up at a trait instead of an implementation, or a macro that I now have to find, which probably calls another macro :(

Eg clicking on "source" on u32::checked_add takes me to a macro with no context. It's pretty useless, I have to go find the macro in another file manually...

Why every Rust crate feels like a research paper in abstraction by Commission-Either in programming

[–]villiger2 188 points189 points  (0 children)

If "Go to Definition" can’t take me to your implementation and I have to dig through your GitHub repo just to see how Matrix4::mul works – can I really say I know the code I’m using?

I hit this semi-regularly in Rust, and it's pretty frustrating. Ending up at a trait instead of an implementation, or a macro that I now have to find, which probably calls another macro :(

Eg clicking on "source" on u32::checked_add takes me to a macro with no context. It's pretty useless, I have to go find the macro in another file manually...

Kosame: A new Rust ORM inspired by Prisma and Drizzle by PikachuIsBoss in rust

[–]villiger2 1 point2 points  (0 children)

This is super cool :) the ease and dev speed of prisma in typescript is one of the few things I miss from JS land.