FYI: I just published the SDL SDK: https://github.com/trollworks/sdk-backend-sdl
2,632 karma · joined June 19, 2019
- https://link-society.com
- https://krouter.cloud
- https://flowg.cloud
- https://linkdd.github.io
- https://david-delassus.medium.comFYI: I just published the SDL SDK: https://github.com/trollworks/sdk-backend-sdl
https://en.wikipedia.org/wiki/Ajax_(programming)#Technologie... XML (the X in AJAX) is not even necessary as JSON came in.
Any React/Vue/Angular/... client application using `fetch` to make a request, is making an AJAX request. Just because you haven't seen the term in a long time does not mean it is outdated.
My last project with Elixir was using Elixir merely as an orchestrator of static binaries (developed in golang) which were talking in JSON via stdin/stdout.
Unreal Engine uses C++. You have boost, SDL, Ogre3D, Irrlicht, EnTT, ImGui, etc... aka: C++ has a good ecosystem for gamedev.
The "Zero Cost Abstraction" philosophy of C++ makes it easier to squeeze out the performance you want.
Unity (and recently Godot 4) uses C# but they are still relatively young in the field. We were making games long before those :)
I would not say it's "THE" popular language, but it does have an history.
On top of that, the "Installation" instructions are just "copy the file in your project", no CMake, no Meson, not any kind of build system.
Feel free to open issues or discussions on the repository if you have any difficulty.
It's all C++ template classes, which must be fully defined at their declaration site (so the header). When using the template, the compiler will generate the code needed by "instantiating the template" (for lack of a better word).
The other advantage is that it requires no build system to include in your project.
This should cover all you need to make an NPC a bit smarter (but it is still "scripted").
LLMs are not what you would use to make a bot in Civilization, or Age of Empires.
IANAPGD (I Am Not A Professional Game Dev), I haven't seen this as a gameplay mechanic either.
use clap::{Parser, ValueEnum};
#[derive(ValueEnum, Debug, Clone)]
pub enum Foo {
Bar,
Baz,
}
#[derive(Parser, Debug)]
#[command(author, version, about, long_about = None)]
pub struct Args {
/// description
#[arg(short = 'f', long = "foo", value_enum, default_value = "bar")]
foo: Foo,
}
The output of `--help` will look like: -f, --foo <FOO> description [default: bar] [possible values: bar, baz]
This is with clap >= 4.4 with the derive feature.Next.JS 14, which introduced server actions, is really worth it though.
But, IMHO, the main advantage of Next.JS is Vercel. You get a free platform to deploy your app just by "pointing it to your git repository". I've used it with Prisma and MongoDB (with a MongoDB Atlas free instance), so I have deployed my app completely, free of charge. Which for proof of concepts is a great thing.
In Next.JS server side, whether you query a database or a remote API with `fetch`, there are not much differences. And you'd still want Server Side Rendering to avoid having slow "first display" time.
It's a nice "toolbox", but definitely not "standard" (word which has a very specific definition).
If you enjoy the Result/Either type and API in Rust, I made this project just for this: https://github.com/linkdd/rustic_result
I also made https://github.com/linkdd/rustic_maybe/tree/main for an Option/Maybe type.
NB: Those are not types, but I'm waiting for set theoretic types to update those libs :)
/jk
Someone decided to deploy on a Friday, rookie mistake :)
But rejecting all dynamically typed language is a poor shortcut to take. Python, Ruby, Javascript, and others have a lot of success stories.
Ah yes, because Python was never used in production ever, not at Google, not at Dropbox, not ever.
The "static typing above all else" cargo cult is getting ridiculous.
The examples of successful forks are anecdotal, they are the exceptions not the rule. This is survivor's bias.
You do need to innovate on the foundation if you plan to maintain your game long term: new consoles support, new hardware support, obsolescence of old platforms, etc...
You do not need to innovate if you plan to let your game rot and become unplayable 10-20 years later.
Yes having a FOSS solution for the foundation would be ideal. That was not the topic of the discussion. The topic was about the claim "we can fork if we're not in agreement".
No, as a game developer you won't be forking and maintaining a game engine. No a "just fork it" is not a viable solution in the majority of cases as you need a strong community behind you and your fork to make it last long term and not rot after 2 weeks.
Forking is easy. Maintaining a fork, keeping the quality and innovation alive, and the community involved is hard.
There are many more failed forks than successful forks. So saying "you can fork" is utopist at best. Sure you can, but you'll probably be the only one maintaining it and it will slowly rot as there won't be a community to keep it bug-free and compatible with new hardware/standards.
rm/%.html:
@rm -f source/%.html build/%.html
Run with: $ make rm/page.htmlWhat about my home-made cheeseburger with real cheese (not american cheddar), a 180g steak of locally sourced beef meat, pickle, tomato, salad, onions, all fresh and locally sourced, and some tasty mustard?
Is it still bad for my heart?
Because that's what Github taste to me, I'm a sucker for having everything in one place, with such polish. The only thing I don't quite like would be Github Actions, but that's because I hate that YAML became a programming language (all modern CI/CD platforms are guilty of this monstrosity).
When a CI/CD with a Typescript API? I tried to start working on that, but it's too much for me alone.
But Github is storing billions of those documents in millions of repositories with millions of users, all using bandwidth, CPU, RAM, hard drives, and they trust them to not lose data, and be always available.
Yes, your computer in your garage is not fit to handle that kind of traffic/load.