[-] popcar2@programming.dev 6 points 9 months ago

That'd be nice, but Linux on phones is still a pipe dream.

[-] popcar2@programming.dev 7 points 11 months ago

Man, that was an incredible video. As someone who occasionally dabbles in designing and creating programs, the rant about selection modes was eye-opening. It feels like I understand UX a lot better now.

[-] popcar2@programming.dev 6 points 11 months ago

This looks good, thanks!

[-] popcar2@programming.dev 6 points 1 year ago

If it weren't tiktok it'd be any other mainstream social media that people spread dumb trends on. Anybody remember teenagers eating laundry soap pods a couple years ago?

[-] popcar2@programming.dev 7 points 2 years ago

I wonder if they're going to change the name to include a K in it like their other apps? Kanimator has a good ring to it.

[-] popcar2@programming.dev 6 points 2 years ago

I owned a PSP Go a few years ago, it's a great device. I loved how tiny it is, but the screen was a little too small for me, and it didn't handle emulation that well. Loved playing Lumines and Patapon on it, though!

[-] popcar2@programming.dev 6 points 2 years ago* (last edited 2 years ago)

Most variables have setters for situations like this. Rather than using get_tree().paused = false, try get_tree.set_pause(false). There's also Input.set_mouse_mode(), you'll see them under the variable names in the docs.

[-] popcar2@programming.dev 7 points 2 years ago

Total missed opportunity to write this in Emojicode, but I love it nonetheless.

7

The creator of Bearblog discusses his experience in creating and managing a blogging platform.

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Welcome to /c/blogging! (programming.dev)

I've decided to make a community for sharing blog posts, since there aren't many places to do so in Lemmy.

This is a community for posting interesting, insightful, or even personal blog posts. You can advertise your own blog posts, or share other blog posts you find interesting.

Despite being in programming.dev, it's not limited to just tech talk (even though that's likely what I'll use it for). Feel free to post anything you deem worth sharing.

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submitted 2 years ago* (last edited 2 years ago) by popcar2@programming.dev to c/godot@programming.dev

TL;DR from the official Mastodon:

Have a TL;DR as well:

  • major render pipeline optimization
  • improvements in the animation area
  • a quality of life change for C# users
  • common Nvdia issue solved
  • Node & OS documentations overhauled
[-] popcar2@programming.dev 6 points 2 years ago

I generally agree they're very dramatic but defederation isn't necessary. If you'd like you can block it at a user level, there's no reason for bad blood between instances and users getting caught in the crossfire.

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submitted 2 years ago* (last edited 2 years ago) by popcar2@programming.dev to c/godot@programming.dev
1
submitted 2 years ago* (last edited 2 years ago) by popcar2@programming.dev to c/showoff@programming.dev

cross-posted from: https://programming.dev/post/8351433

Hey folks, I just released my fake OS project after around 2.5 months of working on it. Any feedback is greatly appreciated, thanks!

Get it here: https://popcar2.itch.io/godotos

Source code here: https://github.com/popcar2/GodotOS

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submitted 2 years ago* (last edited 2 years ago) by popcar2@programming.dev to c/godot@programming.dev

Hey folks, I just released my fake OS project after around 2.5 months of working on it. Any feedback is greatly appreciated, thanks!

Get it here: https://popcar2.itch.io/godotos

Source code here: https://github.com/popcar2/GodotOS

47

This repository contains a basic project setup along with CI/CD. By default it will build for windows, linux and the web and upload their artifacts, along with deploying a build to GitHub Pages.

Not mine, but this sounds really useful for anyone looking for easy builds and deployment.

6

I've been browsing job posts lately and found a lot of poorly written posts looking for collaborators. Here's a blog post I wrote highlighting common pitfalls, and how to convince collaborators to join your project!

5

I've been browsing job posts lately and found a lot of poorly written posts looking for collaborators. Here's a blog post I wrote highlighting common pitfalls, and how to convince collaborators to join your project!

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143

(I'm not affiliated with the devs)

For the unaware, Road to Vostok is one of the most popular games that switched from Unity to Godot. The dev made many devlogs detailing his journey of porting everything and his experience with the engine. Aside from his porting journey, it's also one of the very few Godot games going for a realistic high-fidelity artstyle. Now, the first demo of the game rebuilt in Godot is out.

I gave it a shot and it's quite good. Performance is really good and everything seems to be working just fine. Graphics aren't AAA levels which is expected, but it looks fine. The lighting being a bit flat makes me wonder if the dev isn't using global illumination.

Either way, a pretty nice milestone for Godot to prove you can transition from Unity without major issues!

[-] popcar2@programming.dev 6 points 2 years ago

I thought you were just talking about not updating before the holidays. Either way 0.19 is looking good, these new features are sweet. Also code highlighting, nice!

77

Pictured: My Godot 4 game running on CrazyGames. This was previously impossible because most websites don't support SharedArrayBuffers/CrossOriginIsolation, which was required to run Godot on the web.

Today is a glorious day for us webgame developers. Godot 4 is finally viable to use thanks to this PR which should be merged by 4.3

This allows you to force the exported game to run on a single thread, meaning you don't need any special headers and your game should be able to run anywhere on the internet. This has the added benefit of making the games work properly on MacOS/iOS, which for some reason had serious issues with SharedArrayBuffers causing the browser to freeze.

Brings a tear to my eye, really. I might not need Unity for my next project.

[-] popcar2@programming.dev 7 points 3 years ago

It's definitely a big point for me too, using Git with Unity is a big pain. Even using the right gitignore I often have to upload large Unity-generated files to my github which might've pushed me to using Git LFS. Having something that just works is liberating.

[-] popcar2@programming.dev 6 points 3 years ago

Don't use frameworks, jump straight into a game engine.

I've wasted a loooooot of time wrapping my head around creating games with frameworks and while I did get some experience there it was ultimately a pretty frustrating experience. I tried all the popular ones like MonoGame, Love2D, HaxeFlixel and while Haxe was pretty fun to use it ultimately felt like I spent ages reinventing the wheel and never really had time to... Well... Make the game. It didn't help that I wasn't very good at programming at the time.

At some point I threw my hands up and just went to Unity and now Godot and it was suuuuuuch a good decision. Now I can quickly prototype and have a much better workflow without all the spaghetti. It's more convenient, and chances are the end result will be way better and more optimized than whatever I was hacking up in frameworks at all. I'm sure a lot of people disagree, though.

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