soulsource

joined 1 year ago
[–] soulsource@discuss.tchncs.de 15 points 1 week ago (1 children)

I am now at the point where I think there are two things happening.

  • Actual technological progress.
  • Marketing bullshit pushed by dazzlers.

Examples for the first one would be new battery tech for electric vehicles, new ways to harvest renewable energy, new tools that allow to make software more stable,... Examples for the second would be NTFs, Crypto-Currencies, "AI", e-Fuels,...

[–] soulsource@discuss.tchncs.de 1 points 1 month ago (2 children)

Revisionist? I am old, I was there. But if you don't believe me: https://en.wikipedia.org/wiki/Symbian

(And while I didn't own a Symbian phone myself, a good friend did. Oh, but what I owned was a tablet computer. Way back in 2002. And now you will likely call me a Revisionist again, because I owned a device before Apple invented it...)

[–] soulsource@discuss.tchncs.de 1 points 1 month ago

No solution, but I have a similar issue with the higher crate.

There the /prelude/src/lib.rs file lets rust-analyzer lose its mind and allocate gigabytes upon gigabytes of memory, even though the file compiles just fine and nearly instantaneous...

I think this has something to do with recursive macros. Doesn't iced also have such? I have faint memories of a column! macro?

[–] soulsource@discuss.tchncs.de 3 points 1 month ago (4 children)

It's funny that you mention the iPhone - a device that had zero innovation compared to its competitors, and just managed to take the market because of marketing.

[–] soulsource@discuss.tchncs.de 4 points 1 month ago (1 children)

While Visual Novels are not my favourite genre, there are a few entries that I would like to highlight, because I enjoyed playing them quite a lot:

  • Pyre: While it isn't marketed as Visual Novel, it pretty much is one. To be precise, it is a Visual Novel with sports-game elements. The world-building in this one is excellent, as is the art. The visuals alone would make this game worth playing, but there is also the soundtrack, and the gameplay of the sports events is pretty fun too. Oh, and the story. This game really requires tough choices. It's from the same studio that made Hades, Transistor and Bastion, and it shows.
  • Griftlands: Again, not marketed as Visual Novel, despite very clearly being one. This one is a Visual Novel with card battles and deck-building. Just as with Pyre, the world-building in this one is outstanding. The card battles are well done. It's no Slay the Spire, but it's still pretty good. Also, it has some of the best jokes I have seen in games recently.
  • Loren the Amazon Princess: Again a Visual Novel that is primarily marketed as something else - this time Role Playing Game. And to be honest, it has everything you would expect from an RPG: inventory management, character stats, JRPG-style turn-based battles, trading, a world map,... But it's still pretty much a Visual Novel with RPG elements. It has a massive scope for an indie game, and is overall pretty well done. To be blatantly honest, I played this mainly for the RPG parts, but the story isn't bad either, once one gets past the initial "I see your party has no rogue, mind if I join?" part. The setting is still being actively developed by the studio behind it, who have released several other visual novels (with and without RPG elements) set in the same world, with recurring characters.
[–] soulsource@discuss.tchncs.de 6 points 1 month ago (6 children)

Yes. That's why I was utterly confused when big companies dug out hat dead horse (yet) again.

And they are still trying to ride it.

[–] soulsource@discuss.tchncs.de 9 points 1 month ago
  • cargo install is for installing rust programs for your user, not for adding dependencies to your Rust project. Many cargo subcommands can be installed this way, for instance cargo bloat.
  • The file you are talking about is called Cargo.toml, because it is the file you need to write in order to configure cargo for your Rust project. TOML is the name of the file format. For details, please see the introductory chapter to Cargo in the Rust book.
  • Cargo recently got a new subcommand called cargo add, which allows to add dependencies directly on the command line. However, all it does is to add/edit/remove the respective lines in Cargo.toml. (Personal opinion: I have found it way easier to just edit the file directly than to learn yet another command...)

That said: You still need to edit the Cargo.toml file, even if you solely use cargo add to manage your dependencies. That's because that file contains a lot more information about your project than just the dependencies. For instance the current version, the feature-flags, your name, a link to the public repo,...

[–] soulsource@discuss.tchncs.de 25 points 1 month ago (2 children)

It's not "either side". One "side" is making games, the other is screaming slurs.

[–] soulsource@discuss.tchncs.de 6 points 1 month ago (1 children)

You have Debian experience? Then stick to it. It may be boring, but boring is good. That means it doesn't need much maintenance, and that it just works.

[–] soulsource@discuss.tchncs.de 19 points 1 month ago (1 children)

They have done that already. It's called Kylin.

[–] soulsource@discuss.tchncs.de 4 points 1 month ago (1 children)

Yep. And the worst part is the Fear-of-Missing-Out when disabling them.

Like, there is nothing stopping you from just not doing the kingdom management mini-game, except that nagging feeling that you might actually miss out on some content...

[–] soulsource@discuss.tchncs.de 1 points 1 month ago

Currently? Potionomics. I just wanted something that I can finish quickly, because of the upcoming release of House of Light, but now I am still not done with my play-through, so I kinda cannot start House of Light just yet.

But in a couple of days, as soon as I am done with Potionomics?

House of Light. And that for quite some time, I expect.

 

At work we are currently investigating how we could add a reasonably sane optional type for blueprint.

We have modified the native TOptional type heavily, to make it more convenient, by adding Map()/Bind()/Flatten() methods.

Now we would like to add a similarly convenient optional type for Blueprint use.

We have already started working on a UBlueprintCompilerExtension to detect invalid pin connections, but we haven't started on the actual data type itself.

Does anyone know about a plugin that offers this functionality?

Or, alternatively some good resources on how one can write custom Blueprint graph nodes with wildcard pins?

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