d3VwsX
Joined 2 years ago
Joined 2 years ago
https://www.theregister.com/2024/11/27/oracle_cerner_project...
In 2021 an expensive system for schools in Stockholm was so bad that some parents got together and wrote an open source app to not have to use the bad official UI.
https://www.wired.com/story/sweden-stockholm-school-app-open...
It was a lot of fun to try to squeeze a game into 4 kB but I can definitely also admit that part of it was being able to use the extreme limit as an excuse for making things simpler and not have to worry about the game being ugly or not having sounds or not having a title screen and all the other 90% of stuff that would have been expected to turn it into a complete game.
I play around a bit with TIC-80. Some say it is just an open source PICO-8 and I guess it is to some extent. I paid for both but I have not spent as much time with PICO-8. I like that TIC-80 supports quite many different programming languages, but maybe PICO-8 does as well these days? There is no super obvious reason to use one or the other, so I go with the one with free source code.
Real retro gamedev is tempting, but it is difficult to find a real console that were heavily restricted while also being convenient to develop for. The fantasy consoles cheat a bit in being restricted like some early 1980's hardware while running code like some 2010's game engine. It's like the best of both worlds, but also a bit boring compared to writing something actually limited to what some old console could do.
This looks like an up-to-date introduction:
https://itch.io/jam/love2d-jam-2024/topic/3484009/getting-st...
The "absolutely minimal Löve 2D fennel" repo was useful to me as I found the other templates a bit bloated (but possibly those are more useful for real-world projects beyond small experiments?):
https://sr.ht/~benthor/absolutely-minimal-love2d-fennel/
I did find that startup-time was bad for Fennel om some very low-end devices, or when running even a small game using LoveDOS in DOSBox, so I set up my test-projects to pre-compile the fennel-code to Lua as part of building the .love-files and that solved that problem.
For Android you can also install the stand-alone LÖVE Loader app that can open .love files to play. Some games on itch.io comes with a .love-download (in addition to platform-specific executables), but I guess they can sometimes be extracted from other games too.
The .love-files, if provided or if they can be extracted from a game, are also useful on desktop, for playing the games in an operating system (like FreeBSD) that the game's developer did not provide binaries for.
The stand-alone app is also a fun way to do some gamedev on an Android phone. The .love file is just a ZIP, so it can be easily created from termux.
If I was back working on a project like that, I would use whatever IDE everyone else was using. It makes no sense to fight it. But I prefer projects to not be designed for/by IDE, since that tends to make everything more readable and easy to navigate. I prefer to be able to navigate around the source-code on the command-line or use whatever generic tools to browse, and not be forced to ctrl-click my way around, and if (almost) everyone else working on the code wants that as well it is less likely that someone ruins it.
That said, I have at times also set up Emacs to use LSP or other built-in code-navigation tools, or templates (yasnippets) for generating boilerplate, for some projects. I rarely end up using it much. Usually I just jump around using built-in tools like M-x vc-git-grep or M-x rgrep. The code has to be pretty heavily designed-for-IDE to make those simple tools slow to use.
I remember downloading everything when it was released, adding it to my hoard, never using it for anything. The old Glitch site that hosted the content now just redirects to slack.com. It looked like this in 2013: https://web.archive.org/web/20131209034741/http://www.glitch...
You could make some weird impossible geometries by just superimposing sections. Two sections could occupy the exact same coordinates, but movement and rendering were done across edges shared by sections and did not care about if there was some other section in the same space. As long as there was never a way to see those sections at the same time.