ldd
Joined 12 years ago
Joined 12 years ago
Forgiveness means letting go of anger and resentment towards someone who wronged you. It doesn’t mean forgetting what happened or saying it was okay.
You can always forgive and never trust, or trust less. Or even forgive and never speak to the person that you forgave.So exactly like you did with your neighbours. Sounds perfectly healthy to me.
If you just want the javascript file (195 lines of code), let me know too
I'm currently working on Simulation 15
For whatever reason this reminded me of something attributed to Groucho Marx:
> I don’t want to belong to any club that will accept me as a member
It seems very well-made, though I bet people would appreciate one or two youtube tutorials (it seems very feature rich btw).You should try posting it on reddit and other sites to get more feedback.
Congrats!
Just as usual, I am able to read books and spend time with my dog. I'm only weary of the fact that I do talk to myself out loud every once in a while and there is the possibility that in due time, if it is not already the case, my lonesomeness may eventually be misinterpreted as madness.
I made one myself that was absolutely the simplest I could go for[0]
I have read a little bit of Schiller, so I was somewhat aware of the "play drive" idea (Spieltrieb) but I really don't recall what it means anymore. All that to say that there are concepts that are not completely easy to understand here.
In my experience, writing a game in mostly React, separating things by feature is more intuitive down the line. Mostly because after some time has passed, finding something is pretty easy and I don't get completely lost in code. And yes, this means having custom hooks in the same file as the actual component sometimes.
I also purposefully let convoluted import statements with lots of '../../../' just exist because my IDE (VS Code) takes care of it and if you really think about it, you never really spend too much time on them.
Then again, I've come to the realization that different things work for different folks. And different projects. If anything, I just encourage more people to try different structures until something 'clicks' with you.
Some gamers are simple not going to read things, and that's ok.
Then again, I do care about the story and world building in the game, and I still think those aspects enhance the experience, but paradoxically having that setting gives me enough confidence to try things, knowing that at any point anybody can disable the story just to play the game.
I think in general the term is changing, and in terms of how languages naturally shift it is an interesting case, but I also do not envy the author for the e-mails they are about to get.
My indie game has a RSS feed for the monthly updates:
I think there is a certain 'magic' in not understanding certain concepts fully. It's probably why I like maths and heavily dislike physics and chemistry. I do not want to make sense of this world. I want to see "the volume of a sphere is 4/3PIr^3" and in some sense see it as an incantation that one would make when casting magic in an RPG. Once you take some calculus, it is a pretty easy formula to derive (integrate?), but there is an allure, an invitation to do some really interesting math just for itself. It fires up our inner curiosity, if you want.
So anyways, I am neither addressing the title's question nor would I really mind if quaternions were replaced in game engines, but I thought it was important to voice the opinion that sometimes it's ok to not understand something.
There's a discord: http://discord.gg/u64Mg4X with mini games like trivia
And a steam page, of course: http://steam.pm/app/1409650
I use javascript too, and at most I need a couple of HOF (higher order functions) to do most of the work I need.
Then again, I do use typescript and its type system, so maybe I am not the target audience.