dandersch
Joined 1 year ago
Joined 1 year ago
As much as endless updates can seem like you are getting your money worth or a nice excuse to revisit a game, there is a real value to just leaving your work be. Let it face the test of time by allowing it to age.
I don't think AI can create convincing timelapses of digital art being made, yet. I know there is nothing stopping it from getting there, but I think artists are happy for any kind of proof-of-work they can produce right now.
If users aren't supposed to trust anything from the AUR, then they will start to use LLMs to scan PKGBUILDs for them. But at that point, why not let the LLM loose directly on the upstream repo and build+install the package from source?
- you get the vanity email address
- you can switch email providers (including self-hosting later on)
- you can have ~unlimited aliases (depends on the provider)
Most of the setup consists of steps you will have to take anyway when self-hosting (getting a domain, changing DNS records), except for a major amount of headaches that will be taken care of for you.
- Support from major engines is still bad: Unreal Engine does not have web exports. Godot 4 does not support them when using C#. That only leaves Unity.
- While WebGL is mature, it's based on openGL es3, which is an ancient api/shading language with limited features. If you were previously targeting vulkan/dx12, now you have to restrict your feature set or find (costly) workarounds to make webgl support happen
- WebGPU could be a better fit, but support is still not ubiquitous (Firefox, Linux or older phones are especially bad)
- SDL_GPU (SDL3) still has no WebGPU backend
Also, the two can be complementary, anyways, so I am not sure what your point is.
<span class="hidden email"><b>999a8f84898f98</b>aa<b>878b8386c4</b>999a8f84898f988785989e8f84998f84c4898587</span> https://strudel.cc/#Ly8gImFtYmVyIGRyaWZ0IiBAYnkgYW1wCi8vIEB2ZXJzaW9uIDEuMApzZXRjcHMoLjU1KQoKJDogbihgPAogIFswIH4gMiB%2BXSBbNCB%2BIDMgfl0gWzIgfiAwIH5dIFs0IDMgMiB%2BXQogIFswIH4gMiB%2BXSBbNCB%2BIDUgfl0gWzMgfiAyIH5dIFswIH4gfiB%2BXQo%2BKjJgKS5zY2FsZSgiRDQ6bWlub3I6cGVudGF0b25pYyIpCi5zb3VuZCgiZ21fZWxlY3RyaWNfZ3VpdGFyX211dGVkIikKLmxwZihzaW5lLnJhbmdlKDYwMCwgMjIwMCkuc2xvdygxNikpLmxwcSgzKQouZGVsYXkoIi40Oi4xMjU6LjYiKS5yb29tKC42KS5nYWluKC43KQoub2ZmKDEvMTYsIHggPT4geC5hZGQoNykuZ2FpbiguMykuZGVsYXkoLjUpKQoKJDogbigiPFswIDRdIFszIDJdIFswIDVdIFszIH5dPi8yIikKLnNjYWxlKCJEMjptaW5vcjpwZW50YXRvbmljIikKLnNvdW5kKCJzYXd0b290aCx0cmlhbmdsZSIpLmxwZig1MDApCi5hZHNyKCIuMDE6LjI6LjY6LjQiKS5nYWluKC43NSkKCiQ6IG4oIjxbMCw0LDddIFsyLDUsOV0gWzAsMyw3XSBbMiw0LDldPi80IikKLnNjYWxlKCJEMzptaW5vciIpCi5zb3VuZCgiZ21fZXBpYW5vMToxIikKLnJvb20oLjgpLmdhaW4oLjM1KS5kZWxheSgiLjM6LjI1Oi41IikKLmxwZihzaW5lLnJhbmdlKDgwMCwgMzAwMCkuc2xvdygzMikpCgokOiBzdGFjaygKICBzKCJiZCIpLnN0cnVjdCgiW3ggfiB%2BIH5dIFt4IH4gfiB%2BXSIpLAogIHMoIn4gW3JpbToxLCBzZDoyXSIpLmdhaW4oLjgpLAogIHMoImhoKjgiKS5nYWluKHNhdy5yYW5nZSguMiwgLjcpKS5wYW4oc2luZSksCiAgcygifiB%2BIH4gb2giKS5tYXNrKCI8MCAwIDAgMT4vOCIpLmdhaW4oLjQpCikuYmFuaygiUm9sYW5kVFI4MDgiKQoucm9vbSguMykuc2hhcGUoLjIpCgokOiBuKCJ%2BIDxbfiA2XSBbNCB%2BXSBbfiAzXSBbNSB%2BXT4iKQouc2NhbGUoIkQ1Om1pbm9yOnBlbnRhdG9uaWMiKQouc291bmQoImdtX211c2ljX2JveCIpCi5yb29tKC45KS5kZWxheSgiLjU6LjE2Oi43IikKLmdhaW4ocGVybGluLnJhbmdlKC4zLCAuNikpCi5wYW4oc2luZS5zbG93KDgpKQ%3D%3D
According to claude: It layers a pentatonic guitar melody with filter sweep, a saw/triangle bass, warm e-piano chords, TR-808 drums, and a sparse music box that drifts across the stereo field.
I'm blown away.I do acknowledge the possiblity that it might be heavily plagiarized from an original composition in the training set - I wouldn't know.
Hate to say it but you can just tell an LLM to make the calendar for you as an html artifact that includes a print view. It can also add a .ics export.
Of course you should go over the dates and holidays to see if it got them right.
I've been following the github issue for C# web export and let me tell you: It's not been a priority.
> EnC makes it possible to change C# code while the game is running and the changes are reflected without losing the game state.
sounds exactly like code hot reload to me? It would be very nice to have.
> About setting up debugging+lsp, what were your struggles?
> Godot + C# DevEx is quite lacking if you use something like Neovim or Zed
you got me. I tried integrating a Godot workflow using neovim and at some point with emacs. Both were subpar. This actually reminds of another pain point: gdshader. Also very integrated with the editor just like GDscript, which makes it another thing you have to work on getting integrated with your IDE of choice - or you bite the bullet and just use the editor for this. But shaders are such a massive shitshow that I can't really blame Godot for this.
Maybe putting some pressure on making games that are actually new and different isn't a bad thing.