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Joined 1 year ago
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Cake day: November 20th, 2024

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  • I know it, but I don’t know or use it, honestly

    I forgot to say: some of how I figure stuff out is just by autocomplete (in my case, an LSP plugin), and if that isn’t obvious I look at the docs (Raylib has this).

    I like to start with pure code first (no framework), at least where it makes sense (like my sweeper example, I focused on generating the initial maps first) and making that usable via import. The framework/engine-specific file is where I put all the code that is more closely tied to input, game state, and rendering. Doing it this way also means that making a different implementation is a bit easier.

    ‘pure code first’ doesn’t really apply to more advanced(/realtime) stuff like a physics game or platformer though, as you’d be more closely using an engine’s functions and types.



  • but what quick projects? What can I do? I have no idea

    I know exactly what you mean, I am the same way. The most common sort-of-thing I’ve done typically is generator-y involving loading stuff from text files (adventure book reader (gtk4 framework), polygons (raylib)) as it’s an easy start though I didn’t get far with those for one reason or another (I don’t write+font didn’t scale as desired, polygons were too technical of a thing for me to do a complete implementation viable to use).

    Took a while with thinking about structure before I attempted it (I didn’t follow a guide or anything), but the last thing I’ve done is a minesweeper clone with the map generated as a few sequence-of-sequences (in Nim-lang). I finished that with Godot for the GUI+tile rendering as it seems easier for me (I lean in on a lot of the editor features, too), though projects like this could certainly be done with RayGUI (+tilemap editors maybe?). Stalled when it comes to sharing though (for a few different issues).

    So yeah, my method is to find that intersection of something understandable and at least somewhat interesting to you. Something you can actually use. Which sure, may be easier said than done. If you do follow guides, it might make sense if you go in with a plan for adaption after completion (like dodge-the-creeps turned into a roguelike shooter).


  • From a quick check, their anti-cannabis laws seems to be not really that old as far as culture goes (and might be related to British colonization, also tied at the hip with opium)

    Also:

    For recreational usage cannabis is not legal. However, cannabis plays a major role in the traditional culture of the island, with the specific Sinhalese or Sanskrit names virapati (“hero-leaved”), capta (“light-hearted”), ananda (“bliss”), trilok kamaya (“desired in three worlds”) and harshini (“the rejoicers”) indicating its various properties, such as inducing euphoria and heightening sexual energy.

    That said, the amount here in this specific case (along with related monk-drug headlines) seems excessive* to the point where I wonder if it was a trade/running/money thing.

    If it were legal and solely for their own use it would be much better for them to grow and process their own plants (and consume without combustion).

    * unless maybe it was actually for way more than 22 monks, I don’t know how long (properly stored) it could last but maybe over many years (and accounting for bulk losses) prohibition could actually make the numbers make sense


  • I’m of the mind that it’s probably better to start out with engines/frameworks to get your footing before you move on to lower-level stuff. Then again, I’m not very far either (and sort of stalled for a few reasons).

    Godot might be a good avenue with GDextension (GDnative for 3.X), particularly with C/C++. Nim bindings exist (and this is my language of choice) but if you like C/C++ it will certainly have a lot less friction and with those you probably can get far with just the official docs. For C++, you could probably edit the engine itself especially for older versions.

    Raylib is another option (and you will likely do a lot more boilerplate stuff) for pretty much any language. And again, with C/C++ it will likely be even more straightforward.

    EDIT: Sorry, I see that you know about Raylib already. To say it more directly, I am saying it is likely better to find quick projects that you want to make on the device you’re already coding on (likely a computer) rather than trying to immediately support a specific device or dream projects. Though other low-cost devices (single-board-computers, microcontrollers) if you can get them (at/below MSRP) might be an easier way to fill that niche as well.


  • I live a stagnant life (shut-in, somewhat rural area) so there may actually be “greener grass” somewhere but I am unlikely to ever even see it, which is part of my point. And funnily enough, in a literal sense importance of green well-kept lawns is a relatively modern problem as well (going back to aristocrats) adding to sprawl (and bad for pollinators/other wildlife).

    To hammer my point home… on top of USA’s car-centric sprawl, there is also no freedom-to-roam enshrined in law (like Europe has along with the Schengen Area) and I don’t want to end up homeless without even a car to live in.

    There are also a lot of other modern USA problems that are reduced or eliminated in other countries (healthcare, tax filing, worker protections, diet). Which is not to say they don’t have their own problems, but being the richest country in the world certainly is not reflected in our placement when it comes to global statistics of well-being (because yeah, our wealth is concentrated at the top).


  • I’m not trying to go camping, but just in terms of finding a “simple life” still requires weaving around a lot of modern problems/realities. For instance I do plenty of unpaid chores for family (today I helped carry fence panels), but I am not going to travel many hours (esp. lacking a car) to meet strangers to see if I possibly mesh well in such a community where I would also likely have to pay rent even after putting in what effort I could.