Hiker, software engineer (primarily C++, Java, and Python), Minecraft modder, hunter (of the Hunt Showdown variety), biker, adoptive Akronite, and general doer of assorted things.

  • 3 Posts
  • 505 Comments
Joined 2 years ago
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Cake day: August 10th, 2023

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  • Story is relatively cheap to develop. A lion share of the cost of making a game is the coding (which with this being moved to another engine, there almost certainly was a lot of that) and art (which it seems they redid like all of that and there’s a good chance a lot of the animations had to be tweaked).

    Basically the only thing wouldn’t have to pay for was the story writers and some level designers (people still had to touch up the maps even if there was some automated conversion that pulled most of the map into Unreal Engine 5).

    https://youtu.be/1jZXzv1-CmA – like this isn’t just a texture upscale and some minor tweaks to the animations, it’s a large scale remaster.












  • Yeah, I was really confused when the game Brighter Shores first entered early access with its initial aggressive chat moderation system (because it’s out of the UK law and the liability on their part is insane I guess) and a bunch of people were like “seriously? I got banned for this.”

    Nobody was getting banned, they were getting temporarily muted and calling it a ban.

    I feel like “ban” is a term that used to have a really clear meaning: you can no longer use this service. Now, it seems like that word is increasingly being abused to just mean: the service stopped me from doing something I wanted to do.




  • But they are not the default option. And your new job may not use them.

    Who cares if it’s the default? If it’s the best tool, use it.

    It’s silly to have a reason for “going Rust” be the build system, especially in the context of something as new as a WASM context where basically any project is going to be green field or green field adjacent.

    Exceptions is a non standard exit point. And by “non standard” I’m not talking about the language but about its surprise appearance not specified in the prototype. Calling double foo(); you don’t know if you should try/catch it, against which exceptions, is it an internal function that may throw 10 level deep ?

    And that’s a feature not a bug; it gets incredibly tedious to unwrap or forward manually at every level.

    By contrast fn foo() -> Result<f64, Error> in rRst tell you the function may fail. You can inspect the error type if you want to handle it. But the true power of Result in Rust (and Option) is that you have a lot of ergonomic ways to handle the bad case and you are forced to plan for it so you cannot use a bad value thinking it’s good:

    You can do this in C++ https://en.cppreference.com/w/cpp/utility/expected (and as I said, if you feel so inclined, turn off exceptions entirely); it’s just not the “usual” way of doing things.




    1. It’s statically compiled and isn’t dependent on system binaries and won’t break if there if the system has the wrong version like C/C++, allowing you to distribute it as a single binary without any other installation steps

    You can do that with C++ too.

    1. Still produces fairly small binaries unlike languages like Java or C# (because of the VM)

    I mean, the jars are actually pretty small; but also I really don’t get the storage argument. I mean we live in a world where people happily download a 600 MB discord client.

    1. Is a modern language with a good build system (It’s like night and day compared to CMake)

    Meson exists … as do others.

    1. And I just like how the language works (errors as values etc.)

    Fair enough; though why? What’s wrong with exceptions?

    I work in a code base where I can’t use exceptions because certain customers can’t use exceptions, and I regularly wish I could because errors as values is so tedious.