Posts by alfredbaudisch@mastodon.gamedev.place
 (DIR) Post #AU9NMx37S2hSCtzX84 by alfredbaudisch@mastodon.gamedev.place
       2022-11-02T10:22:12Z
       
       0 likes, 0 repeats
       
       BRAZILIAN STREET FOOD SIMULATOR - Game Announcement!Experience the dynamics of Brazilian Street Food, like Sugar Cane Juice and Pastel. Play with typical equipment and processes from 🇧🇷 street vendors. A casual simulator game. Wishlist on Steam! https://bit.ly/BrSteam#indiegame #indiedev #gamedev #godotengine #godotengine
       
 (DIR) Post #AUHoN4kQDaLnnLKoj2 by alfredbaudisch@mastodon.gamedev.place
       2023-04-03T17:55:57Z
       
       0 likes, 1 repeats
       
       Sorry for the rant, but fuck Discord & what it has done to content & knowledge sharing.Forums are dead, even the big ones. It's rare to get a response in the Unity or Unreal Engine forums.Compare posts from 2014-2018, posts had 5-10 answers, different ppl. Now posts rarely get 1-2 answer or simply disappear.Now w/out hate, how can someone think it's better to ask stuff on Discord? It's a mess, and it's so anxiety inducing, everything mix up. I don't like neither to ask nor to answer there.
       
 (DIR) Post #AUHoN6hewpKTrM3dhI by alfredbaudisch@mastodon.gamedev.place
       2023-04-03T17:57:12Z
       
       0 likes, 1 repeats
       
       Now with a forum post, you can structure your question, your examples, media, and it won't mix up with 20 other people talking about 20 other different subjects at the same time.In Discord you write something you keep looking at it waiting for an answer - synchronous.And for whoever answers it, you have to fight between all the jumping new messages.Then suddenly it's gone forever. And 20 ppl later ask the same thing 20 times because the answer won't come on Google. Ahhhhhhhhhhhhhhhhhh
       
 (DIR) Post #AUHoN8jrNcHIAl6QPA by alfredbaudisch@mastodon.gamedev.place
       2023-04-03T17:59:24Z
       
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       Even Stack Overflow is kind of dead nowadays because everything is locked behind Discord servers.
       
 (DIR) Post #AUHoNAb4TGR5w50Qz2 by alfredbaudisch@mastodon.gamedev.place
       2023-04-03T18:05:25Z
       
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       I do my part. I refuse to use Discord. I ask questions in forums or write my own blog posts. I structure my questions with Markdown, GIFs, screenshots, in order for them to be beautifully indexed and searchable.And if I find the answer myself I answer the topic with my findings (and that is the majority of time, due to what I said, forums are dead because everyone is scattered across 1000s of isolated Discord servers).Example of a topic of mine: https://forums.unrealengine.com/t/machine-skeletal-mesh-with-physics-asset-how-to-drop-it-with-gravity-on-without-breaking-the-bones-physics-assets/833922
       
 (DIR) Post #AUHoNCJm4XmxH0veIi by alfredbaudisch@mastodon.gamedev.place
       2023-04-03T18:08:54Z
       
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       The topic has many answers only from myself. It's like a monologue. Sad thing from a forum with 10s of 1000s of users, but all faded away inside Discord servers.
       
 (DIR) Post #AUHoNDzdqMsAT9WbCK by alfredbaudisch@mastodon.gamedev.place
       2023-04-03T18:24:02Z
       
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       Not all is lost!- #GodotEngine forums and Reddit are active. :godot: - The #ElixirLang forum is very active, probably one of the most active development forums that I'm aware of: https://elixirforum.com/
       
 (DIR) Post #AUXdGLQ0hsBJayeGhM by alfredbaudisch@mastodon.gamedev.place
       2023-04-11T09:01:56Z
       
       1 likes, 1 repeats
       
       @jk I miss "REAL" user interfaces a lot. Flat UI design is a mistake, it's not readable. We don't even need to go back to skeuomorphic design, but at least design with actual depth. Buttons that are actual buttons and now just a flat rectangle that gets confused with the rest of the screen.
       
 (DIR) Post #AV5A2cFEBwbhNepaHA by alfredbaudisch@mastodon.gamedev.place
       2023-04-27T13:53:28Z
       
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       And... I adopted the Nim lang officialy into work! https://nim-lang.org/For Bash tasks, using NimScript.So far I always added tasks to our Elixir monolithic app, but it always required making a new deployment and starting a new Heroku console instance which always start a new pool of DB connections (fake it till you make it!).Or I'd write plain Bash scripts.There's no way to always avoid plugging into the Elixir code, but for others, I'll keep using Nim from now on. #Nim #NimLang
       
 (DIR) Post #AV5A2d9aoNh4CTCb8C by alfredbaudisch@mastodon.gamedev.place
       2023-04-27T13:55:46Z
       
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       And I am my own code reviewer and I control the backend, so I can take these decisions and do this kind of stuff freely 😍
       
 (DIR) Post #AVH8HqRxn3YHloRPSi by alfredbaudisch@mastodon.gamedev.place
       2023-05-01T17:01:14Z
       
       1 likes, 0 repeats
       
       Is Godot Jolt close to being ready? https://github.com/godot-jolt/godot-jolt#GodotEngine even feels like a completely new engine w/ physics from Jolt!Now even CharacterBody3D move_and_slide is kind of working in Jolt and all the physics issues I have with the CharacterBody3D using Godot 4 Physics are not present with Jolt (specifically getting stuck in geometry and stuttering when colliding with convex hulls).Can't wait for it to be ready! It's what Godot 4 is missing for 3D.
       
 (DIR) Post #AVWEz6iZBHPGL1uKMi by alfredbaudisch@mastodon.gamedev.place
       2023-05-10T17:36:23Z
       
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       @killyourfm @thelinuxEXP I literally just finished reading a new article thanks to the notification from my RSS reader.And I use it daily.
       
 (DIR) Post #AXHsah554DNT7IxkLA by alfredbaudisch@mastodon.gamedev.place
       2023-07-02T09:20:35Z
       
       0 likes, 1 repeats
       
       I'm experimenting with #Rust again, and my eyes always bleed with the "lifetime annotation syntax" - why does it have to use an apostrophe 😩 .&'a mut i32fn longest<'a>(x: &'a str, y: &'a str) -> &'a str {impl<'a> System<'a> for LeftWalker {    type SystemData = (ReadStorage<'a, LeftMover>,                         WriteStorage<'a, Position>);But this time I'll try not to rage quit in digust again. I'll stick until this experiment ends. #rustlang
       
 (DIR) Post #AXHsaj3NjVCtEcBPyC by alfredbaudisch@mastodon.gamedev.place
       2023-07-02T09:22:47Z
       
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       Another one:- Generics in every language: Vector<MyType>()- Rust: Nope:Vec<u32>::new();This works:Vec::<u32>::new();And this ALSO works:(Vec <u32)>::new();So I can't use the universal language of: Vec<u32>::new();But I can do (Vec <u32)>::new();#Rust #rustlang What kind of syntax is that? For the past 28yrs I used more than 12+ langs in every kind of project & the ugliest language I've seen is Rust.Yes, EVEN UGLIER THAN ERLANG, at least Erlang is consistent and makes sense.
       
 (DIR) Post #AXHsal22NTJtN1ZN9U by alfredbaudisch@mastodon.gamedev.place
       2023-07-02T09:47:20Z
       
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       DREAM:- Systems programming language w/ the safety of Rust- a package manager- the ecosystem/community size of Rust- C/C++ tooling (debugger and LS)- C/C++ interop- ALL OF THAT with a Ruby-like syntaxThe answer could be Crystal, but unfortunately it has a tiny tiny ecosystem and Windows is a 2nd class citizen and Crystal has probably the slowest compiler on Earth.Nim is probably the answer (it's Pascal-like), but Nim loses on tooling.Other suggestions?#Nim #NimLang #Rust #RustLang
       
 (DIR) Post #AXHsamgUEZGmUlVBq4 by alfredbaudisch@mastodon.gamedev.place
       2023-07-02T09:51:49Z
       
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       TILRust's `::<>` is called turbofish!https://github.com/rust-lang/rust/blob/master/tests/ui/parser/bastion-of-the-turbofish.rshttps://turbo.fish/#rustlang #rust (thanks @sminez and @mo8it)
       
 (DIR) Post #AYSy0m6laQjBS22Syu by alfredbaudisch@mastodon.gamedev.place
       2023-08-06T17:07:39Z
       
       1 likes, 1 repeats
       
       bflat: Small, self-contained C# executables https://github.com/bflattened/bflat"bflat is a native compiler for C# that comes with everything you need to build C# apps for any of the supported platforms. No additional SDKs or NDKs needed" With it, it's even possible to build C# applications to #Windows 3.1 (!?)Author: Michal Strehovský - "I work remotely at the .NET Runtime team at Microsoft." #DotNet #CSharp
       
 (DIR) Post #AYSy0o6UARgvdjvGoy by alfredbaudisch@mastodon.gamedev.place
       2023-08-06T17:12:14Z
       
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       Building a self-contained game in C# under 8 kilobytes: https://migeel.sk/blog/2020/01/03/building-a-self-contained-game-in-csharp-under-8-kilobytes/DOOM fire effect in C# running on Windows NT 3.51 https://migeel.sk/blog/2020/07/17/doom-fire-effect-in-csharp-running-on-windows-nt-3.51/C# for systems programming (8kb executable) https://github.com/MichalStrehovsky/zerosharp #GameDev #DotNet #CSharp
       
 (DIR) Post #AZjA2dM1vikNwAkcym by alfredbaudisch@mastodon.gamedev.place
       2023-09-13T10:26:01Z
       
       0 likes, 1 repeats
       
       The "Oh No, #Unity has Done it Again" Sale!My #GodotEngine course "Ultimate Godot User Interfaces Course (Game GUI and Inventory Systems)" is 80% off for the 1st time ever!10h of content. Learn how to create complex data driven UI, dynamic systems w/ database of items & custom resources &+! #Godot :godot: 👉  Available on itch, DRM-free: https://splitpainter.itch.io/dynamic-inventory-system-and-ui-with-godot-courseℹ️ The Dynamic Inventory System built in the course is open-source: https://github.com/alfredbaudisch/GodotDynamicInventorySystem #GameDev #Unity3D
       
 (DIR) Post #AhHriP5qeYuaTGiLdw by alfredbaudisch@mastodon.gamedev.place
       2024-04-26T09:41:25Z
       
       2 likes, 0 repeats
       
       @sos love long, descriptive function names.I am one who write very long names and with that I can come back to the code 10 years later and still understand it at first glance.As a matter of fact, I was dealing with two such cases at work at this very second (Elixir code):