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roflcopter69

357 karmajoined 2 năm trước

Submissions

How is Zig working out after 3 years and 100k lines of game code? [video]

youtube.com
4 points·by roflcopter69·6 ngày trước·0 comments

Vibe engineered WebGPU backend for SDL_GPU with demo

github.com
4 points·by roflcopter69·17 ngày trước·1 comments

Junie: The JetBrains AI Coding Agent Leaves Beta

blog.jetbrains.com
2 points·by roflcopter69·18 ngày trước·0 comments

Miguel de Icaza pitches opt-in crash telemetry for Godot Engine [video]

youtube.com
1 points·by roflcopter69·19 ngày trước·0 comments

Andreas Rumpf: NIF, Nimony, Nim 3 (NimConf 2026) [video]

youtube.com
5 points·by roflcopter69·20 ngày trước·0 comments

Gleam and the Value of Small [video]

youtube.com
3 points·by roflcopter69·tháng trước·0 comments

Zig: Build System Reworked

ziglang.org
4 points·by roflcopter69·2 tháng trước·0 comments

Deno 2.8

deno.com
419 points·by roflcopter69·2 tháng trước·187 comments

Turso v0.6.0

turso.tech
4 points·by roflcopter69·2 tháng trước·0 comments

Godot-Rust v0.5 Release

godot-rust.github.io
1 points·by roflcopter69·4 tháng trước·0 comments

Unions merged into .NET 11 SDK Preview 3

github.com
3 points·by roflcopter69·4 tháng trước·0 comments

Jai in 2026: The State of Jonathan Blow's Programming Language

mrphilgames.com
5 points·by roflcopter69·4 tháng trước·0 comments

German police probe student poster slur against Merz

dpa-international.com
38 points·by roflcopter69·4 tháng trước·28 comments

comments

roflcopter69
·6 ngày trước·discuss
Nice try Nintendo/Sony/Microsoft lawyer :)
roflcopter69
·7 ngày trước·discuss
Then why aren't there any public statements about games written in Rust being officially published on consoles? I know that it's technically possible but that does not help you when Nintendo, Sony or Microsoft just say "no" to you because you misuse their toolchains.
roflcopter69
·8 ngày trước·discuss
Wake me up when consoles officially support Rust. Until then there's no real way around C/C++ if you want to publish a real game to real consoles. But there's https://akaganite.com so it might become possible soon™
roflcopter69
·8 ngày trước·discuss
A serious competitor wouldn't use Rust because it immediately disqualifies your engine from being shipped to consoles. At least at the moment. I know it's less of a technical limitation and more of a political one, but if you are serious about shipping your game to various platforms, you cannot use Rust. But things might be about to change, see https://akaganite.com

But honestly, as of today, you're probably having a better time taking a few days to work out clean C++23 guidelines for your AI agents by letting them churn through all the changes and deprecations that happened to C++ over the years, figure out good clang-tidy and clang-format rules, turn on all the compiler warnings and tell them to regularly use UBSAN, ASAN and TSAN and you're getting really close to a clean workflow similar to what Rust would give you but with the rich platform support of C++. It's just kinda sad that one has to go through so much ceremony while the Rust ecosystem gives you those things for free. But imo a well-crafted AI agent workflow gets really close here.

Mean edit: I was reading more of your comments in this post and I start to think you're a bit of bullshitter who's quite overconfident because you think AI makes you so much more productive. I say this because any seasoned game engine dev wouldn't have suggested Rust for a game engine that is supposed to compete with Godot, Unity, Unreal or whatever due to missing consoles support, but you just did, which makes me suspect that you have really shallow understanding and really, AI won't help here. You could have at least mentioned that if you only target dektop and mobile then Rust is a good choice, but you didn't. But don't get me wrong, I'm quite AI pilled as well, but I still know that some things require expert knowledge to properly steer the AI agents.
roflcopter69
·8 ngày trước·discuss
Seeing what y'all write in the child comments here, I think there is a massive misconception. Games made with Godot can be deployed to mobile fairly easily. The recent "breakthrough" about Godot working on Android was about making the Godot editor (which itself is made with Godot) fully work on Android in the sense that it can actually build project there which is more about getting build tooling to work on an Android device than actually running the Godot engine on Android. Totally different things. For quite some time you can quite easily deploy your Godot game to mobile, it's not a real problem.
roflcopter69
·15 ngày trước·discuss
What does your crystal ball say, when will bevy be production ready? And when will we see the first bevy game be ported to consoles?
roflcopter69
·16 ngày trước·discuss
The "else" after a for-loop that executes only when the loop completely finished without a "break" or "return". While maybe a nice concept in general, using "else" for this is only to look familiar to Python programmers. The "else" word itself is really counter intuitive here in my opinion. For more, see https://mojolang.org/docs/manual/control-flow/#for-loop-cont...

Then there's "foo if cond else bar" which is Python's kind of ternary operator and it's at least slightly contentious. One could argue if a language even needs such a construct, but at least for me, I have an easier time reading the control flow when I look at "cond ? foo : bar". It gets even worse when you nest that stuff, although that's something you shouldn't do anyway. For more, see https://mojolang.org/docs/manual/control-flow/#conditional-e...

Also, indentation based syntax... well, it's a choice. I don't know if Lattner would have chose that in a language that he would have designed to his liking from scratch. For more, see https://mojolang.org/docs/reference/compound-statements/

Then there is some scoping related badness from Python that I think is really awful. In Python and Mojo (with a caveat) you can do this:

  if cond:
      foo = 42
  print(foo)
So the scope of a variable is function-level and Mojo adopted this and called it implicitly-declared variables (https://mojolang.org/docs/manual/variables/#implicitly-decla...) as opposed to the concept of explicitly-declared variables (https://mojolang.org/docs/manual/variables/#implicitly-decla...) they added on top which uses the "var" keyword and forces block-level scoping which I'd argue is the sane default. But no, to appease Python programmers, they have this awful function-level scoping by default and you have to opt into block-level scoping by adding a "var" in front of your variable declaration.

But earlier, I was talking about a caveat in Mojo, so it's slightly less awful, because the compiler would complain in the code example above that "foo" might be uninitialized when getting to the print statement, so that's at least something nice, where the static type system prevents stupid mistakes that function-level scoping makes possible. To be fair, all the serious type checkers for Python would catch this as well.

But I hope you get the idea. Those are things I highly doubt would have made it into the language if Lattner could have designed it to his liking from scratch.
roflcopter69
·16 ngày trước·discuss
That's what the Chris Lattner from back then came up with. I doubt that early Swift is what he would repeat exactly as it was when he would get the chance to do it these days. And current Swift definitely is far away from what he would do, I think he has been quite outspoken about that. So maybe I should make my question more precise and ask what kind of programming language Chris Lattner would come up with in 2026, having learned from all the mistakes that C++, Swift, Mojo (and many others) did?
roflcopter69
·16 ngày trước·discuss
Of course it's a matter of perspective and I can totally get how one would be happy with GDScript. Tbh, it's hard to beat GDScript when it comes to making small games. It's quite evident that only GDScript has first-class integration into the Editor, C# comes second and all the other serious language bindings come third.

I might state the obvious here, but static typing, null-safety, being able to refactor and such things make C# much much better for bigger games. Slay the Spire 2 has been made with Godot + C# and people have already decompiled and peeked under the hood (for example here https://www.youtube.com/watch?v=SpB4-W9L4ec) and imo it shows quite well how certain patterns simply require a more powerful language than GDScript or would at least be very painful and fragile to make in GDScript.

Your workaround for shader stuttering sounds quite hilarious :D I don't mean it's bad. It seems pragmatic in a good sense. But yeah, it's those limitations that pile up when making Godot target the web...
roflcopter69
·16 ngày trước·discuss
Isn't Godot kinda flawed for deploying to the web? For example, no C# as of now, although there have been plenty of efforts to make it work. Or AFAIU audio being forced to stay in the main thread which can cause glitches. I just mean that it's not all fun and games as soon as you want to make a more ambitious game and not just a quick demo or game jam thingy.
roflcopter69
·17 ngày trước·discuss
I think I get what you mean and I should have been more precise in my wording. I didn't mean that an alien language that looks nothing like we have ever seen but for the sake of doing it "right" from scratch would have been a good idea. A new programming language definitely should steal the ideas of other languages that turned out to be good. But Mojo also adopted some of the arguably bad ideas from Python just because there was too much design pressure to appeal to Python programmers. I wonder what Mojo could have looked like without this particular pressure. Basically, with what kind of programming language would a person with as much experience and good taste as Chris Lattner come up with if there were no such external pressures?
roflcopter69
·17 ngày trước·discuss
I'm sorry, I read your message slightly wrong. Okay, makes sense to me.
roflcopter69
·17 ngày trước·discuss
[flagged]
roflcopter69
·17 ngày trước·discuss
Relevant links from the discussion on the GitHub issue

https://friedaucg.itch.io/forge-gpu

https://github.com/FriedaUCG/SDL

https://github.com/FriedaUCG/SDL_shadercross

https://github.com/FriedaUCG/sdlwiki
roflcopter69
·17 ngày trước·discuss
Tbh, Modular getting acquired happened sooner than I would have expected, if ever. Don't know how to feel about this one.

Also so many mixed feelings about Mojo, the programming language powering Modular. Of course Chris Lattner is free to pursue whatever he wants, his many contributions to tech will always be highly regarded, but to me it feels as if he "wasted" lots of his precious mental capacity on making Mojo a python-like language instead of trying to come up with something better from first principles. I know, the promise of Mojo eventually being a Python superset has been taken back, which I think is the right move, and I understand why Mojo's initial motivation for being close to Python was to attract ML folks, but I'm getting counterfactual regret just by thinking about what Chris Lattner could have achieved by making a new programming language truly from scratch and not letting some undesireable pythonisms muddy the language.

Anyway, sorry for rambling. Congrats to the team at Modular!
roflcopter69
·tháng trước·discuss
That'd be great! For my game I steered around Bevy because as a mere mortal I wouldn't be able to port my game to consoles, but this might change my assessment! Interesting times.
roflcopter69
·tháng trước·discuss
Indeed, it's also officially documented although only tier 3 support https://doc.rust-lang.org/rustc/platform-support/aarch64-nin...
roflcopter69
·tháng trước·discuss
The discussion for this video is mostly happening in https://news.ycombinator.com/item?id=48303273
roflcopter69
·tháng trước·discuss
I really appreciate how Zig is playing the long game. I'm a bit worried about how relevant they will be in the future due to the fast pace we're moving at right now with AI and all of this stuff, but I'd love Zig to become the next fundamental language for decades to come, so I think their approach is the right one.
roflcopter69
·2 tháng trước·discuss
Sounds interesting! Please don't forget to link that in this comment thread :)