[-] KindaABigDyl@programming.dev 9 points 2 days ago

I find Rust crates generally have pretty good docs. Docs.rs is a major time saver

[-] KindaABigDyl@programming.dev 14 points 3 weeks ago

complete dealbreaker issues

.

inability to use 240hz

Opinion disregarded

[-] KindaABigDyl@programming.dev 17 points 3 weeks ago

More like gaming executives

[-] KindaABigDyl@programming.dev 1 points 1 month ago

You can build with mingw64 built with msvc and use more or less the same Makefile. As for Xcode... well, there's not really a good reason to support Mac. On principle I wouldn't even try

[-] KindaABigDyl@programming.dev 1 points 1 month ago

How the heck does a Makefile not scale??? That's all it does!

[-] KindaABigDyl@programming.dev 29 points 1 month ago

Life is and will always be better writing your own Makefiles. It's literally so easy. I do not get the distaste. Cmake is arcane magic. Bazel is practically written in runes. Makefile is a just a glorified build script, but where you don't have to use a bunch of if statements to avoid building everything each time.

[-] KindaABigDyl@programming.dev 17 points 1 month ago

And yeah I know about NixOS but I like to distro hop and experiment

If you know about NixOS, then you probably know this, but Nix, the package manager/the language behind NixOS, is cross-platform.

I daily drive NixOS, but I also use Nix (and home-manager) on my Fedora music laptop, my Ubuntu home file-server, and my work Windows machine (WSL) to install and configure neovim automatically instead of copying a config, installing all the packages, and running check health over and over again until everything is set up.

I just copy my neovim.nix file over (also other things like zsh.nix) and run home-manager switch

You don't have to use NixOS to take advantage of its benefits.

[-] KindaABigDyl@programming.dev 5 points 1 month ago

Ext4 bc of its speed for games and my main files. Btrfs on the root for compression

[-] KindaABigDyl@programming.dev 5 points 1 month ago

Build a project. Learn how to do each step by searching the internet. It's quite literally that easy.

[-] KindaABigDyl@programming.dev 23 points 1 month ago

For C++, yes. But "reference" is just a way of using the pointer when it comes to C

[-] KindaABigDyl@programming.dev 5 points 1 month ago* (last edited 1 month ago)

You can use VS Code and Vim/Neovim for any language, as well as document writing and basic text editing. Just search for Go plugins

It shouldn't be hard to use either. If it is, you're doing something wrong probably

[-] KindaABigDyl@programming.dev 17 points 2 months ago

Just switched to LibreWolf/Mull + KeePassXC/KeePass2Android

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submitted 1 year ago* (last edited 1 year ago) by KindaABigDyl@programming.dev to c/godot@programming.dev

I'm making a game that takes heavy inspiration from Zelda games like Ocarina of Time, Wind Waker, and Twlight princess, i.e. OoT-lineage Zelda as opposed to BotW & TotK and games that stem from Link to the Past. It's not a fan game, of course, but if you like OoT/MM/WW/TP/SS, then you'll (hopefully) like my game.

One central aspect to nail is the camera system these games use. There's some variation, so I've picked one to "clone." I'm basing this camera off of Wind Waker's. It has a default mode where Link runs around the camera with left and right and pushes/pulls the camera with up and down. If you wait long enough, the camera will move to be behind him, and of course there's a Z-targeting mode that will force the camera to move behind him and let him strafe. Finally, there's a free camera mode that works like the camera in a lot of modern third person games.

In terms of movement, there's walking and running, but jumping is relegated to hopping across short gaps in these games, and I've implemented that system as well.

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I can achieve remapping using InputMap, config files, a virtual input system, and a bunch of other stuff, but it's kind of pain tbh. Not hard just a lot of code and layers.

Has anyone made a plugin that makes controller remapping simpler in Godot?

With how much work it is to implement, it makes it kinda low ROI for a project, but I feel bad for users bc it's basically the default for all games now to have remapping.

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KindaABigDyl

joined 1 year ago