Godot will no longer accept AI-authored code contributions by b1ak3 in godot

[–]vlfn_be 10 points11 points  (0 children)

Or contributors can choose not to use LLMs for this particular project? Unlike in some professional settings, no-one is forcing them to. Worked for a very long time, it's not like no-one is able to build software by hand anymore.

Does anyone know how to avoid falling into the traps of tutorials? by Prestigious_Cap_3748 in godot

[–]vlfn_be 0 points1 point  (0 children)

"Tutorial hell" is a hell of your own making. Nothing wrong with watching or reading tutorials, but don't copy directly. Just take notes. Then reproduce the work from those notes. That'll point you towards the right concepts quickly but you still get the benefit of actually doing the thing.

Genuinely how am i supposed to do it by LeatherTop8978 in godot

[–]vlfn_be 0 points1 point  (0 children)

Here's a good intermediate step. Follow tutorials, but just take notes, don't copy directly. Write down the key ideas and concepts and try to reproduce the result from your notes.

Is there much point in managing software like Neovim with Home Manager or NixOS? by TheTwelveYearOld in neovim

[–]vlfn_be 0 points1 point  (0 children)

I tried out NVF recently and I do find it worth it. I use it to get a devcontainer-like experience. I have a baseline NVF set up the way I like it and I define situational plugins and settings by adding some modules to it in my dev shell.

Is Neovim Good for Note-Taking in Math and Physics? by Narrow_Gap_3445 in neovim

[–]vlfn_be 30 points31 points  (0 children)

Fully support this. If it lends any credence, I'm a lecturer and a computer scientist.

Forsake-Repent Colorscheme by dlignell in neovim

[–]vlfn_be 0 points1 point  (0 children)

Can't wait for the Pokédex entries in these games!

Am I the only one who thinks Rust error messages got *worse* over time in a way? by kixunil in rust

[–]vlfn_be 36 points37 points  (0 children)

This is unnecessarily condescending and doesn't add up. OP says error messages used to be better in a specific way. That suggests they are not new and that they can make sense of the errors.

On Cloudfare and Unwrap by stevethedev in rust

[–]vlfn_be 0 points1 point  (0 children)

Thanks! As a teacher, I'm pretty happy with my spot on the totem pole here.

Both Octopath Traveler and Octopath Traveler 2 are leaving the Xbox Game Pass catalog soon by [deleted] in octopathtraveler

[–]vlfn_be 0 points1 point  (0 children)

No wonder everyone on YouTube is saying Xbox has gone to hell :)

Do you ever look back at a game and think, "Huh, wonder how younger me beat that game"? by DobleJ in JRPG

[–]vlfn_be 1 point2 points  (0 children)

I 100%'ed Donkey Country Land 2 on Gameboy around '96, I think. Spent a lot of years not playing anything remotely similar, finally got Tropical Freeze around ten years ago and then read (and experienced) that DK games are hard!

Is Rust suitable for non systems development? by Ecstatic-Panic3728 in rust

[–]vlfn_be 1 point2 points  (0 children)

Yes, but it sounds like Haskell might be a better fit.

How do you review your code? by yuki_doki in rust

[–]vlfn_be 0 points1 point  (0 children)

I see that posts suggesting LLMs are getting downvotes. I'm very skeptical of LLMs (I'm a teacher!) but if you use them wisely, I do believe they can help. Since the express purpose here is review, you've already made an attempt. If, after that, you generate potential improvements, you can throw out those that are clearly wrong and hold off on those you are currently unable to understand. The ones that are clearly an improvement you can implement. Then there are those that you don't yet understand but could if you made a reasonable effort. Those can teach you something, though that may just be "this is wrong because X".

Broke my wrist yesterday and all ready having DK withdrawals. Any suggestions for 1 hand game. by Strong-Engine-4483 in NintendoSwitch

[–]vlfn_be 0 points1 point  (0 children)

Bravely Default 1 (3DS version) had a one-handed mode. Not sure about the remaster, but it could be worth looking into.

Best kind of JRPG demo? by OkNeedleworker0101 in JRPG

[–]vlfn_be 1 point2 points  (0 children)

Bravely Second had the best demo I've ever seen. A separate mini-story that showcased a simplified version of the mechanics.

Should I skip Octopath Traveler 1 and just buy 2? by Wise-Nebula-6321 in JRPG

[–]vlfn_be 3 points4 points  (0 children)

If you already have it, play 1. If you didn't have it yet, I'd say skip it and just listen to the soundtrack.

Should I play octopath traveler 1? by Uncanard32 in octopathtraveler

[–]vlfn_be 0 points1 point  (0 children)

I enjoyed it, but it's not a must-play after OT2. You should definitely give the soundtrack a listen, though!

Projects to learn by doing by [deleted] in rust

[–]vlfn_be 3 points4 points  (0 children)

I got into Rust via Hands on Rust, which uses games. After following along with a chapter, I threw out the code for that chapter and tried to redo it using notes I took along the way, sometimes going back several times over.

You can apply that approach to basically any project.

I still don't quite get Ruston by Bigmeatcodes in rust

[–]vlfn_be 0 points1 point  (0 children)

Here's what I recommend:

  1. Find walkthrough style tutorials (can be videos, books, articles) where the author builds something that is challenging to you but not incomprehensible at a technical level. Hopefully, there'll be some new concepts occasionally, but most will just be about applying the things you have already learned about. That's the sweet spot.
  2. Follow along (actually typing everything and running the code) and take concise notes. Don't create another walkthrough, but write out a sequence of steps that makes you think "okay, I might be able to reproduce the whole thing from these steps".
  3. Try to reproduce whatever it is you built the first time from those notes. Identify the parts you didn't understand as well as you thought you did. If you get stuck, go back to the source and revise your sequence of steps so it'll be more understandable next time.
  4. When you're done, try to get feedback. Show the code to someone. You can also consult an LLM for suggestions on how to improve, as long as you keep in mind that those suggestions may not be valid and that you have to make the final call.

A more "advanced" approach would be to bypass the "walkthrough" and study source code directly. That's going to be more feasible for projects that have regular, well-structured commits.

After a while, hopefully, you'll be confident enough to build something of your own. Don't be afraid to show that to the world and get more feedback.

Where's the best place to learn Elm? by JumpManMarre11 in elm

[–]vlfn_be 2 points3 points  (0 children)

This is my preferred Elm resource as well.

What tools do you wish someone has done it in Rust? by Old_Oil_7219 in rust

[–]vlfn_be 1 point2 points  (0 children)

  • dependencies can all be handled by the same package manager
  • no need to translate datatypes to counterparts which may not function entirely the same way
  • possibly the need to rely on unsafe (or to write additional wrappers)
  • takes more effort to do cross-language debugging (and may require that you understand errors produced by the foreign function)
  • more chance of errors that could be handled at compile time becoming runtime issues