Need to let loose a primal scream without collecting footnotes first? Have a sneer percolating in your system but not enough time/energy to make a whole post about it? Go forth and be mid: Welcome to the Stubsack, your first port of call for learning fresh Awful you’ll near-instantly regret.

Any awful.systems sub may be subsneered in this subthread, techtakes or no.

If your sneer seems higher quality than you thought, feel free to cut’n’paste it into its own post — there’s no quota for posting and the bar really isn’t that high.

The post Xitter web has spawned soo many “esoteric” right wing freaks, but there’s no appropriate sneer-space for them. I’m talking redscare-ish, reality challenged “culture critics” who write about everything but understand nothing. I’m talking about reply-guys who make the same 6 tweets about the same 3 subjects. They’re inescapable at this point, yet I don’t see them mocked (as much as they should be)

Like, there was one dude a while back who insisted that women couldn’t be surgeons because they didn’t believe in the moon or in stars? I think each and every one of these guys is uniquely fucked up and if I can’t escape them, I would love to sneer at them.

Last week’s thread

(Semi-obligatory thanks to @dgerard for starting this)

  • flavia@lemmy.blahaj.zone
    link
    fedilink
    English
    arrow-up
    3
    ·
    15 hours ago

    Godot is really fun to use and to develop in. They basically gamified documentation writing: they show you tooltips for your custom elements just like the classes provided by the engine with their excellent documentation. The engine has hot code reloading too. I have a puzzle game project that I’m working on now.

    • self@awful.systems
      link
      fedilink
      English
      arrow-up
      1
      ·
      2 hours ago

      that sounds awesome! godot in general seems to be a very practical game engine, and at this point I definitely want to do my next little experimental game project in Godot (with Rust, if the tooling for that is at all ready for production) so I have experience with at least one normal object-oriented game engine that isn’t an old unreal engine or idtech under my belt

      like I mentioned, I really like how Bevy works, but in its current state it isn’t really ready for rapid development. a bare Bevy project is literally just the ECS and system scheduler but with no runloop. the defaults get you a lot of basics like a runloop, good renderer, input handling, audio, and such, but from there you still have to decide how everything works in terms of game logic — even with third-party plugins for stuff like physics for example, you still have to write logic for what a collision means to each entity involved. I also don’t think bevy has a unified editor or live code reloading at all yet? so for each game you have to write an editor (which the engine helps with a little bit) and potentially a live reload implementation (which sounds like hell)