CapitalEx

joined 1 year ago
 

A new wiki page has been started to show case example programs in various catlangs.

[โ€“] CapitalEx@pawb.social 2 points 8 months ago

Ohhh, they've got a bit of a GUI framework ๐Ÿ‘€ My interests is peaked.

[โ€“] CapitalEx@pawb.social 2 points 8 months ago

It's probably one of the more powerful piping syntaxes I've seen. It's also nice that variable assignment can be placed in the pipeline.

[โ€“] CapitalEx@pawb.social 3 points 1 year ago

Having my first initial be X now feels so cringe. I used to go by just the letter...

[โ€“] CapitalEx@pawb.social 18 points 1 year ago (2 children)

I will say Juan is exceptionally bad at public communication, and personally, I'm glad he has been working on passing the torch to other people in the project (especially since too many projects rely on The Guy Who Can Do It All). Guy is a bit confusing to follow and I tend to go to other members for info.

Now, I can be convinced that Godot has management issues. Godot 4.0 was a pie in the sky goal filled with over estimation of ability to finish things. The engine underwent a re-write to almost every system and feature. It was a development hell as when A got changed B need to be updated, when B got update C need to be fix, and so on.

But, I'm not concerned that it was "all a scam" as major mile stones did see progress. I cannot stress how incredible the work on bi-direction text was. BiDi text is hard. It was messy. It was complex and complicated. Even big engines like Unity have spent a decade getting nothing done. Additionally, I remember how rough 3.0 was and 4.0 was an even bigger leap. 4.0 was trapped in development hell, and hopefully it'll result in the Godot project learning from that trial by fire.

This forum post reads a bit like someone suffering from burn out. Even I had to clock out of following 4.0's development until the team decided to push towards release. It was a fucking slog of development. With tons of features being pushed back because it would break 3.X compatibility or couldn't get done in time for 4.0. I couldn't imagine putting the amount of time and money into Godot that they have.

[โ€“] CapitalEx@pawb.social 6 points 1 year ago

The scene tree based approach just clicked with me well.

 

I've been doing some personal studying on game AI recently. During my search, I found a very easy to follow set of lessions on Implementing an array of flocking/steering behaviors. I just wanted to share it here.

[โ€“] CapitalEx@pawb.social 2 points 1 year ago (1 children)

YEAH, I should have mentioned Hundred Rabbits more. I've been following their work since I first found their games and constructed languages. It's been incredible watching them develop their small tools. Progressing from JS + Electron to C to now Uxn.

 

A cool project I wanted to share. People have done some impressive things like porting it to the DS or even making legally-not-tetris with it.