Блог*
Серьёзный вопрос: как обращаться?
У вас было девять дней.
Теперь вы все официально папищеки.
Теперь вы все официально папищеки.
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Блог*
#music Извините, я не буду ждать до 26 апреля. youtube.com/watch?v=C3KPlowsyJs
Дождался. 26 апреля — День видимости лесбиянок
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Forwarded from Эчпочмак, оставленный на послевчера
Terraform и Ansible сольются в едином порыве под названием Terrible
https://newsroom.ibm.com/2024-04-24-IBM-RELEASES-FIRST-QUARTER-RESULTS
https://newsroom.ibm.com/2024-04-24-IBM-RELEASES-FIRST-QUARTER-RESULTS
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Слать – отправлять контент в чат/канал.
Переслать — отправить в чат/канал контент из другого чата/канала.
Перепереслать — по каким-то причинам отправить в чат/канал уже пересланный контент из другого чата/канала.
Переперепереслать — чрезмерно отправить заново множество уже отправленных единиц контента.
Переслать — отправить в чат/канал контент из другого чата/канала.
Перепереслать — по каким-то причинам отправить в чат/канал уже пересланный контент из другого чата/канала.
Переперепереслать — чрезмерно отправить заново множество уже отправленных единиц контента.
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#prog #rust #gamedev #article
Leaving Rust gamedev after 3 years
Длинный пост о разочаровании в текущем состоянии Rust-геймдева
Disclaimer: This post is a very long collection of thoughts and problems I've had over the years, and also addresses some of the arguments I've been repeatedly told. This post expresses my opinion the has been formed over using Rust for gamedev for many thousands of hours over many years, and multiple finished games. This isn't meant to brag or indicate success, but rather just show there has been more than enough effort put into Rust, to dispel the the commonly said "once you gain enough experience it'll all make sense" argument.
<...>
It's my personal opinion after trying to make Rust gamedev work for us, a small indie developer (2 people), trying to make enough money to fund our development with it.
<...>
We've released a few games across Rust, Godot, Unity, and Unreal Engine, and many people played them on Steam. We also made our own 2d game engine with a simple renderer from scratch, and we also used Bevy and Macroquad for many projects over the years, some being very much non-trivial. I've also used Rust full-time at work as a backend developer. This post is not based on a short-sighted opinion of just going through a few tutorials or trying to make a small game for a game jam. We're well over 100k lines of Rust code written over 3+ years.
Leaving Rust gamedev after 3 years
Длинный пост о разочаровании в текущем состоянии Rust-геймдева
Disclaimer: This post is a very long collection of thoughts and problems I've had over the years, and also addresses some of the arguments I've been repeatedly told. This post expresses my opinion the has been formed over using Rust for gamedev for many thousands of hours over many years, and multiple finished games. This isn't meant to brag or indicate success, but rather just show there has been more than enough effort put into Rust, to dispel the the commonly said "once you gain enough experience it'll all make sense" argument.
<...>
It's my personal opinion after trying to make Rust gamedev work for us, a small indie developer (2 people), trying to make enough money to fund our development with it.
<...>
We've released a few games across Rust, Godot, Unity, and Unreal Engine, and many people played them on Steam. We also made our own 2d game engine with a simple renderer from scratch, and we also used Bevy and Macroquad for many projects over the years, some being very much non-trivial. I've also used Rust full-time at work as a backend developer. This post is not based on a short-sighted opinion of just going through a few tutorials or trying to make a small game for a game jam. We're well over 100k lines of Rust code written over 3+ years.
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