8,808 karma · joined August 13, 2009
[0] https://gitlab.winehq.org/wine/wine/-/wikis/Clean-Room-Guide... (last "Don't" entry)
An alternative in C++ would be wxWidgets which has some (light) MFC inspirations, again feeling somewhat Windowsy though not full-on MFC/Win32 since from the beginning it had to work with X Windows / Motif in addition to Win32 (and AFAIK, the Motif backend still works).
Another alternative, even more lightweight would be the aforementioned FLTK. FLTK is also designed to be statically linked with your program (though it can be linked dynamically too if you want) so it only relies on common system libraries (as an example the screenshot in [0] relies only on the C library, the C++ library -because it is needed by FLTK and it is possible to also statically link to that too- and common X11 libraries like libX11, libXft, etc that existed on any Linux desktop system for decades now -- FLTK can also support Wayland, though i haven't tested that).
TBH despite what it claims, to me it sounds like a political statement by itself.
(also it is usually the developers of a language -or other project- being judged about their actions/beliefs, not the languages/projects themselves :-P)
Personally i prefer VA to IPS by far because IPS looks washed out to me.
People stop doing things all the time, i'm not sure that means much.
There is way more than just a prompt to make something interesting with AI though. For example this test[0] i saw some time ago, includes several different AI systems (Z-Image Turbo with a custom lora for the specific style, Wan 2.2 Time-To-Move for the animation output, After Effects for the control animations and some sort of upscaler.
This involves way more than just a prompt and the video still has a few issues, like the right hand remaining "stuck" on the head, but the way to fix it would most likely be the same as making the motion with perhaps some additional editing work.
IMO AI can make some things easier and/or faster, even allow people to do things that'd be impossible for them before (e.g. i doubt the person who posted the video could make a real live video with actors, etc like the AI video shown) but to do anything beyond simple slop you still need to put in effort and that includes making things close to your vision.
(not getting the 100% exact results is fine because that was always the case with any tech - it isn't like most, if not all, PS1 devs wanted to low res graphics with wobbly polygons and lack of texture filtering, but the better games leaned in what the tech could do)
[0] https://www.reddit.com/r/StableDiffusion/comments/1pfl6os/zi...
But i've seen several good videos made using AI, including pretty much everything NeuralViz[0] on YouTube makes, but also some that have been posted in older comments here in HN. Igorrr's ADHD music video[1] was also made using AI and fit the music perfectly.
The common aspect with these "good" uses though is that they do not let the AI do 99% of the job (as mentioned in another comment) but they still involve editing, writing/scripting, acting (NeuralViz for example uses his webcam to act both the motion and voice in his videos and uses AI to change them) and to some extent leaning into the "weirdness" that AI videos have instead of ignoring it.
[0] https://www.youtube.com/@NeuralViz (i high recommend watching them in upload order because they all build into the same "universe" and often make references to older videos)
And even if Microsoft does that, it isn't any different than the 2394923th time a library breaks its API on Linux - Linux as an operating system isn't some monolithic project, it is a combination of hundreds of separate projects that for the most part work together like -sometimes misshapen- bricks on a wall. Wine/Proton is just another of those bricks (and history has shown that it tends to be among the more stable ones).
Also there are certainly better UIs than others, otherwise people wouldn't complain about software having bad UIs (see GIMP, older versions of Blender, etc).
Some of those games (though not all of them, unfortunately) try to work around C#'s garbage collector for performance reasons using essentially adhoc memory allocators via object pools and similar approaches. This is probably what this part...
--- And if you ever do think about these, it’s usually because you are trying to do something performance-oriented and you have to pretend you are managing your own memory. It is common for many games that have been written with garbage collected languages to try to get around the inadequacies of not being able to manage your own memory ---
...is referring to.
> Casey, meanwhile, has worked on a low-level game development video series for a decade and... never actually shipped a game?
These videos are all around 90-120 minutes long, each posted with gaps between them since the previous (my guess is whenever Casey had time) and the purpose and content of these videos is pedagogical so he spends time explaining what he does - they aren't just screencasts of someone writing code.
If you combine the videos and assuming someone works on it 6h/day with workdays alone it'd take around 8-9 months to write whatever is written there but this also ignores the amount of time spent on explanations (which is the main focus of the videos).
So it is very misleading to use the series as some sort of measure for what it'd take Casey (or anyone else, really) to make a game using "low level" development.
And yeah it can be useful for coding since you can edit the LLM's response to fix mistakes (and add minor features/tweaks to the code) and pretend it was correct from the get go instead of trying to roleplay with someone who makes mistakes you then have to correct :-P
CD Projekt RED did exactly that with both Witcher 3 and Cyberpunk 2077, which were available on GOG day #1 (and the Steam version did not have any DRM whatsoever) and while the latter had a rough start because of technical issues, they both sold very well and were positively received (after some patches for CP2077 anyway).
GOG also releases many new high production value games on day #1 too, e.g. Expedition 33 (which won a crapton of awards in recent times) was released on it the same day as on Steam. Baldur's Gate 3 was also on GOG on release date as is Tainted Grail: The Fall of Avalon right now, which also seems to be a high production value game with relatively well reception.
The only games missing are those by companies whose business models rely on sucking out gamers' wallets dry with microtransactions (so they need the "protection" from their own customers that DRM provides) or companies that have people making decisions based on assumptions stuck in past decades.
That might have been the case ~30 years ago on platforms like the Gameboy (PC games were already starting to use C++ and higher level frameworks) but certainly not today. Pretty much all modern game engines allocate and deallocate stuff all the time. UE5's core design with its UObject system relies on allocations pretty much everywhere (and even in cases where you do not have to use it, the existing APIs still force allocations anyway) and of course Unity using C# as a gameplay language means you get allocations all over the place too.
Heroic Launcher can download the game files for you and any dependencies, including Wine/Proton/etc. You basically install the launcher (can be available from your distro's repository), use your GOG login in the app and it shows your library. Then click install and it'll download the files locally and after that you play the game. The experience is more or less the same like in Steam, at least as far as downloading and playing games is concerned.
I normally download the offline installers and use them with UMU Launcher (which is Proton without Steam, mainly meant to be used as a backend for projects like Lutris, Heroic, etc but you can use it directly from the command-line) but i just tried Heroic Launcher and all i had to do was run it, enter my GOG login and after it downloaded my library info, i was able to download and play a game the same way as in Steam.
I'm not sure what official GOG Galaxy for Linux would add here TBH.
It isn't any harder to use Heroic Launcher than it is to use Steam and some distros have both in their repositories.
Usually indie games tend to be DRM-free though, so if an indie game isn't available on GOG or Zoom Platform (another DRM-free store), i end up buying on Steam.
Yes, but if it was impossible to pirate, you'd still have no money to buy the games, so in the grand scheme of things nothing would change.
Usually things which are "no longer developed" do not have (at least) three implementations in development.