I would say the point is not wanting to buy from a company that’s clearly anti-consumer… particularly with CUDA not being new and then comparing it to something open and hardware-agnostic like FSR this headline also looks petty.
insomniac_lemon
- 0 posts
- 16 comments
- insomniac_lemon@kbin.socialtoProgramming@programming.dev•Nvidia bans using translation layers for CUDA software2 years
- insomniac_lemon@kbin.socialto
Reddit@lemmy.world•Could Reddit's data be "poisoned" to prevent its use in training AI?
2 yearsWe saw this during the last protest where they reverted peoples comments back to their previous state.
I remember that being a misunderstanding:
- As subs came back online, comments previously not visible came back too. In other words, comments on unavailable subs could not be deleted
- Rate limit on delete script
- insomniac_lemon@kbin.socialto
Programmer Humor@programming.dev•Old xkcd, I can't see it ever not being relevant
2 yearsI am not a programmer, but on 2 occasions I was able to improperly fix (1 argument in 1 line stuff) very small bugs without really understanding how. I’ve also made a number converter (dec-bin-hex) at least twice. I know those aren’t a lot but it’s weird that it happened twice twice.
I’d say there’s an issue here with language design having major tradeoffs, but maybe it’s just a paradox*? Though I have found a language I like (even though I’m not learning it because other issues), so I know it’s not impossible at least.
*= Like the people who could make something with less tradeoffs don’t have the need/desire to do that, they just use the existing stuff. Though that is much more fitting for visual programming.
It seems like the old login servers don’t even exist anymore (so I don’t see how it’d actually verify unless it just checks a username’s purchase status), but yeah that launcher does work for offline. (I still have my lastlogin file assuming it can’t overwrite itself easily, but I don’t think anything uses that other than the old launcher which can’t seem to actually download the files because 404).
It’s also interesting for the built-in modding, though it doesn’t seem to be perfect. Also added an edit to my original comment mentioning parallel timeline mods. Though I’ll just check out some classic(/revived) mods if I can get them to work.
Yeah, one of the things I liked in old versions was having just one type of planks (not having multiple variants of everything wood, particularly). And I’ve never cared about the bosses or searching for something 50K blocks away from spawn or whatever. The other annoyance is hunger, though eating to insta-heal isn’t much better either.
One issue for me is that I really liked the block model system of newer versions (release 1.8), particularly as a resource pack creator. A ladder looks so much better as a few cuboids than it does as a flat texture, and my models (which I made in a text editor) looked a lot nicer than my textures.
Also, never migrated my account. Are the servers to download the old versions from the old launcher even still up?
Minetest could be a solution here, but it seems like most Minetest games are either following new MC’s footsteps or are doing something completely different. At least I’ve never played one that made me want to keep going, something good enough to start my own thing with (I would like chaining sticky pistons or similar things that are powerful in single-player, blocks that look cool but offer specific benefits like an iron grate floor/ceiling).
Parallel timeline mods are interesting, though I am not having luck with trying them thus far and I also doubt the modding tools are there enough especially for me who doesn’t want to code in Java. I could also see it interesting if there were an easy way to just disable a large amount of blocks/items/mobs etc and then just add in new stuff… maybe even with data packs especially for this sort of thing.
I am thinking about game mechanics that interact (has anyone tried liquid-like gravel/coal piles yet?) or that just connect simply/are instant (rather than high-throughput automation). Or different systems for healing/buffs/food. Maybe alternate tools/transportation/skybridges etc.
EDIT: So they really added data packs without the ability to make “true” blocks/items (instead still dependent on entities and commands, data overridden not data driven), huh? Guess I shouldn’t be surprised.
- insomniac_lemon@kbin.socialtoProgramming@programming.dev•Here are 20 reasons why frameworks make us lousy programmers2 years
As someone who wanted to use an engine, I tinkered with a framework for a bit and immediately found myself in the beginnings of creating a framework for said framework.
And they almost got away with this obvious scam, but unluckily for them I didn’t want to do stuff like that. They might’ve pulled it off if the particular thing I wanted was more straightforward.
- insomniac_lemon@kbin.socialtoProgramming@programming.dev•I'm Not Participating in This Year's Advent of Code For Very Good Reasons3 years
I am not participating for very bad(/sad) reasons. Here’s to another lousy millennium.
Somewhat personal (including language preference/difficulty), but ultimately I just kinda lost hope/motivation for doing further learning/projects. The last code I did, load format example
Well that and AoC never really excited me, was for something more open like L1T’s Devember but I didn’t even pretend to myself that I’d try this year.
- insomniac_lemon@kbin.socialtoProgramming@programming.dev•Which software do you mostly use for programming, and why?3 years
I’m more of a lurker than a programmer but it’s what I use (want something lightweight yet GUI but haven’t tried much), I like it but annoyingly the build plugin seems to forget its data randomly, has happened twice to me so far.
- 3 years
I am not sure this is something other engines even offered at this level, but my issue is bindings support.
3.X had (3rd-party) production-ready bindings, even for niche languages.
4.X, with hopes of improving support for compiled languages, has a new bindings system meaning that all bindings need to be redone as a new effort. This happened with the language that I’m interested in, the group that made the production-ready 3.X bindings abdicated the crown and there have been splintered efforts by individuals to work on 4.X bindings.
So it (3.X vs 4.X) is language vs engine features. When/if 4.X bindings do come out, it is not known how similar they will be so (aside from non-Godot-specific code) that will likely add complication to it as well.
I don’t really care about consoles (needing to jump through hoops to develop for it is one reason) so a different potential issue would web export limitations. Both for different languages and for visual quality (AA). Those were issues in the past, though I’m not actually sure where they’re at now (the 4.1 docs do say you can’t have C# web exports in 4.X).
- 3 years
Have you seen Godot’s releases after 4.0? Particularly the SDFGI feature?
- insomniac_lemon@kbin.socialtoProgramming@programming.dev•Tabs are objectively better than spaces - gomakethings.com3 years
I’m tinkering with a whitespace language and prefer using 1-space rather than 2. I don’t really like the double character for 1 level. Is that weird?
Tabs are forbidden though I could use tabs with a (1-line) per-file code filter for the compiler to turn 1 tab into 2 spaces, and that might be easier when working with others (though I don’t know how it would be seen, especially needing to change editor tab behavior).
- 3 years
I gave the title of it and I figured that would easily be found (title only because it was something I saw in not-logged-in YT recommendations, figured others may have seen it too).
But here it is since I’m making a comment now: https://www.youtube.com/watch?v=9FQgp_sLGjg
- 3 years
I know that’s probably rhetorical, but probably a similar problem to modern movies where (as described in the video
Why Modern Movies Suck - They're Too Expensive) they are going after spectacle (rather than story or other elements) and due to cost they must make a ‘safe’ product to stay profitable, where a bland but universally palatable product will sell more tickets/copies than a stellar niche thing.I’d also add that companies know they can usually ride the success of their own name/brand recognition. Even worse here with games because of pre-ordering, early-access as a product, and crowd-funding (which some wildly successful publishers still do–on top of unpaid self-promotion and all the other things–because people still think of them as indie).
I could see it being a real thing. When you’re making a game it gives you visualization for animations (both physics and visual-only) and shaders (maybe even a simplified stylized version). Random benchmark results/debug info. Drawing attention to syntax mistakes. An important email or video call pops up.
It would be cool and potentially useful, but completely un-asked for and likely distracting and a waste of space. Basically what if your computer was a non-cartoon clippy.
- insomniac_lemon@kbin.socialtoGaming@beehaw.org•Dungeon of the Endless is free to get on Steam for a limited time3 years
As someone who admittedly usually has a bad experience with roguelikes, that seems about right.
My first playthrough was pretty easy until a character died quickly (it’s all downhill from there), my second playthrough seemed a bit harder+more resource constrained+worse luck with research.
Also generally seems like one of those games where micromanaging is the key (even though I don’t think it’s really fleshed-out like games that typically do that), and some situational benefits (that may not pan out due to floor turns left, placement etc) that your characters completely lack at the beginning (also you can’t see actives/passives on the character select screen). The generators seem expensive for how little they produce per-turn (at least without upgrades, and especially as their cost increases).
Then again, this is likely one of those games that’d be significantly easier with multiple players.


Yeah, the only language I’ve seen/tried that actually feels right*.
But for me it falls down when it comes to needing other people and/or the specific engine-level stuff that I want to get started. I was hoping to start out simple with Raylib bindings, but even that I can’t get vertex colors on imported models to work and I tinkered w/my own 2D polygon format but it was too much work for me to finalize.
My part of the fediverse doesn’t seem to work well for asking niche questions at least, I don’t see much talk on Nim and it doesn’t help that it’s hard to find when people don’t say nim-lang. Also there are 2 replies to you that aren’t federated to where I can see them (and my art threads–lowpoly+vertex colors, for instance plant–aren’t federated to your instance).
*= That also may be a mix of my issues plus how some people style their code, though.