electronstudio
Joined 7 years ago
Joined 7 years ago
However the accuracy of the real time models is poor, so I did a second pass with a higher accuracy model before committing the text.
Location: London, UK
Remote: Yes
Willing to relocate: No
Technologies: Rust, Kotlin, Python et al.
Résumé/CV: https://electronstudio.co.uk/public/cv2021_redacted.pdf
Email: [email protected]
Currently working as coding teacher/author. I have a couple of decades experience as a software engineer and want to return to working on larger projects. Previously I’ve been an indie game dev, freelance app developer, academic. I’m very good at making things myself but I’m not so good at deciding what to make and doing the other parts of a startup like sales and marketing, so I’m looking to work for someone else.
Currently interested in Rust and Kotlin but far more interested in the people being right then the tech stack being right.
Remote: Yes
Willing to relocate: No
Technologies: Godot, Java, Kotlin, Python, Swift, OpenGL, Linux, Android, iOS.
Résumé/CV: https://electronstudio.co.uk/public/cv2019-redacted.pdf
Email: [email protected]
I have made: PC games, desktop applications, Android games/apps, iOS games/apps, back-end servers, network protocols, educational books and videos.
Currently I am teaching and working on education-related projects but I could take on a development project for up to 12 months if it was interesting and provided opportunity for me learn something new, e.g. Rust.
https://github.com/JetBrains/intellij-community/blob/master/...
https://github.com/electronstudio/2face
Currently it’s TUI, but will add GUI eventually. It’s fun to have a protocol small enough you can implement it yourself, but I currently have a weird bug where some Gemini servers work and others don’t because they don’t seem to follow the SSL spec.
But there is another open source game library, Monogame, that distributes their code for free for consoles. You just have to vertify that you are have signed the NDA before you get access to the code. They advertise this. So there is no reason that Godot couldn't do the same if they wanted to open that code.
Recently I tried Godot because I was looking for something simple I could teach to kids[2], and I was amazed how easy it makes game creation. I made these games with no experience in just a couple of days!
https://github.com/electronstudio/godot_racing
https://github.com/electronstudio/godot_space
GDscript is great. It's similar enough to Python that kids who know Python won't notice much difference, and it actually simplifies things for beginners, e.g. you can use objects without the need to define classes because they are created automatically when you create a script.
Godot is still a little rough around the edges, e.g. not everything has keyboard shortcuts, sometimes it crashes, some of the built in tools like map editor are very fiddly to use. But it's open source so I'm sure they will be fixed eventually (and if they aren't I can always do it myself.) The only major issue I can see for the future of Godot is the lack of exporters for Xbox, Playstation and Switch.
Another advantage of Pygame Zero is that the author was involved in the creation of Mu, and so Mu comes with Pygame Zero pre-installed. Having to install Pygame via pip would be a challenge for many kids.
Anyway, Pygame Zero includes all of Pygame so you're free to introduce as much of it as you like.
I have also been working on a similiar but 3d library: https://github.com/electronstudio/richlib