I can't overstate how good Elixir + LiveView is, especially for prototyping. I have been experimenting with it ever since it first came out, mostly games, and I have to say that building even simple multiplayer games is a lot of fun.
(FYI there is no actual game here, just pick emojis, place them in the arena and watch them fight to the death via a poorly designed combat system. Yes, those placing emojis other than you are other players.)
This was a prototype that I built to see if real-time multiplayer games were feasible. Apparently LiveView manages high tickrates decently enough to be a valid solution for (quasi) real-time games. This game for example runs at a whopping 8 ticks/s! It can handle more, as I've tried developing with faster tickrates, I think as high as 24 t/s, but I want to avoid server strain. With enough HTML/CSS/SVG wizardry you can get away with quite a lot. But the most amazing thing was the fact that there was no need to fiddle around with state syncing. Everything just works! I have nothing but praise for it.
I understand what you're saying, but with Facebook it's different, because it's tied to your real identity, which changes the context a lot compared to other services.
In my case, because of that, getting a Facebook account is hard, if not impossible, because those "real identity" checks are obscure: I attempted twice to sign up for work-related reasons, and I failed both times despite providing IDs and pestering support.
I have literally NO idea why I cannot have a FB account.
However, even if I could, I hate Facebook so goddamn much that if this was my only option I would rather not use VR altogether.
And I love my Oculus Rift, especially for game development.
I am royally pissed off, and I will gladly go forward with a class action lawsuit.
I tried both and it's much better than Mastodon IMO due to how much more lightweight, faster and easier to deploy it is.
Maybe it has less features, but they're fully worth the sacrifice.
My first thought was "I absolutely love this" and sure enough it's the first comment that pops up.
I remember a 24/7 livestream that ran on Youtube some time ago that only played drive-throughs of Tokyo videos while cheesy 80s japanese city-pop played in the background. It was pretty fun, but of course it was shut down, probably because of copyright. I miss it, but this is a valid replacement. Thank you!
Sorry, I don't have a solid reference, I'm mostly watching snippets of random youtube videos and trying stuff out on my own and putting the pieces together as I don't have the patience to sit through a course.
Also, I'm working with blueprints as the C++ side lacks any kind of docs or tutorials. Initially I was repelled by them, but after getting used to them, they're not as bad as they seem at first glance.
I agree with the first statement. I'd go as far as saying that Unity is the JavaScript of game development.
Sure, when you start out you get out results FAST, but then you run into limitations, weird behaviours and quirks that have to be worked around, and soon everything becomes a mess.
Mind you, I'm a hobbyist in this field so maybe you could chalk it out to inexperience, but I shiver to think to what professional developers have to deal with if the small prototypes I cranked out got so convoluted.
I'm trying out UE4 lately and although it can be daunting at times (and with horrible documentation), it feels much more comfortable to use in the long term.
And from skimming along the comments, both on HN and on Disqus, there's a lot of confused people trying to understand/describe the difference between Nix and Docker, because although the article described how Nix works in a very technical way, it didn't explain what it can be actually used for.
I understand the feeling, but from my experience it fades away pretty quickly once you get the feeling of the language.
These days I'm working again with Rust to add a new feature to a project after not touching it for months, and that feeling of "oh dear god this is awful" that I felt when I was starting out with the language was back again.
However, once everything clicked in, with the compiler telling me exactly what was wrong with the code, and the project compiling which meant that I could be damn sure that the code I wrote would work with little to no risk of breaking in unexpected ways... that sure did spark joy.
I've been using UE4 for VR development as a hobby for the last year or so. I have to say that I was against Blueprints and had quite to fight with myself to give them a chance, but once you get used to it it's not that bad. IMO still worse than pure code and sometimes much slower to write (complex arithmetic operations are painful), but at least it's not C++.
Also, sometimes a visual representation of what your code is doing helps you simplify your code architecture when it gets too convoluted.
This just keeps getting better and better. Thank you for your effort.
I'm a big fan, Elixir + Phoenix is excellent enough, and LiveView is what really sealed the deal for me as the perfect web development stack. It's simple, it's fast, it works.
Sure, it has a few rough spots that have to be worked around when you start to push its limits, but as this blog post showed it's perfect to quickly have a working web application by completely skipping having to write client-side code. I developed a couple of prototypes and single-use applications in hours that with any other stack would have taken me days. Hell, I'd argue that in some cases it took me less time to complete my app with LiveView than it would have taken me to setup Webpack with Frontend Framework.
I don't believe it to be a silver bullet for sure, and it has to prove its worth at scale, but it gives excellent results with little effort, and honestly the reduced tedium is worth it on its own.
An example:
https://dev.voppe.it/chess
(FYI there is no actual game here, just pick emojis, place them in the arena and watch them fight to the death via a poorly designed combat system. Yes, those placing emojis other than you are other players.)
This was a prototype that I built to see if real-time multiplayer games were feasible. Apparently LiveView manages high tickrates decently enough to be a valid solution for (quasi) real-time games. This game for example runs at a whopping 8 ticks/s! It can handle more, as I've tried developing with faster tickrates, I think as high as 24 t/s, but I want to avoid server strain. With enough HTML/CSS/SVG wizardry you can get away with quite a lot. But the most amazing thing was the fact that there was no need to fiddle around with state syncing. Everything just works! I have nothing but praise for it.
Try LiveView if you have the chance!