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FullGarden_S

43 karma · joined April 21, 2022

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FullGarden_S··on The Design of Text Editors
>How is the relationship between the two maintained when the developer is hard at work, when the text is not just a set piece for pretty presentation?

The text editor or IDE can provide a feature to show(pop up) or hide(collapse) the side comment section when needed while formatting the comments to make them look bold or italic.

This will become a quality of life improvement if the implementation is done right. If not, it will be very confusing as you mentioned. I think writing API documentation can become very easy and since the function and its comment/description align on the same line, generating API documentation will become easy as well.

FullGarden_S··on Openpilot – Operating system for robotics
for a second, I though this was the ROS alternative I've been forever waiting for smh
FullGarden_S··on Microfeatures I love in blogs and personal websites
I think horizontal progress bars are annoying but I think I'm fine with vertical progress bar to the side on heading navigation, highlighting the currently reading sub-heading.
FullGarden_S··on Linux When?
> Why would you think that?

FFI? I don't recall stating Rust is less expressive than C, the language looses its notorious "memory safe" feature as unsafe is called often when performing low level sys calls.

> Platform APIs are not all in C either.

unless you are absolutely talking about web development, this is not true at all.

FullGarden_S··on Linux When?
> and we put a lot of effort into understanding macOS APIs to get to 120FPS

If its ultimately a text editor with dead plain UI, why not simply stick to retained mode GUI and chill?

I don't know how much of disk space and ram this written in Rust® text editor project demands to just build it but since its Rust™, achieving cross-platform will probably be several-folds more work than it would be in C, I applaud the devs for their work.

I never tried Zed(yet) and keeping the support for vast programming languages aside, I would like to check out how this editor handles multiple workspaces and provide text editing features. I'm an Emacs guy and I have a feeling that this is not for me because even if its fast, it doesn't make me productive if I'm not using my emacs/vim key bindings. I might be wrong.

FullGarden_S··on Interactive Common Lisp Development
Simple. Python had more hype than Lisp did when it mattered (partly because it was modern). So everyone boarded the hype train and here we are.
FullGarden_S··on Unity’s new pricing: A wake-up call on the importance of open source
I'm afraid not. Its not as simple as that. We have a heavy competition in automobile industry but when it comes to gaming industry, it is(I mean was) mostly unreal or unity despite decades of technological advancement. The reason for this is because using a game engine to make games is no where as simple as driving a vehicle. It takes a lot of skill, knowledge(sometimes things are engine specific only to make things even more annoying) and the time to attain both of them with the engine they are working on to make good games.

You are grossly underestimating the complexity involved in game engines. It is not like a web app where devs don't have to worry about constraints like memory or frame rate and chill. Things need to happen in real time. A delay of even half a millisecond is not acceptable. And these "Things" involve changing of 3d objects' position w.r.t player's movement, calculating zero or tens or hundreds of NPC AI characters' position and finalizing their animation state, calculating the lighting on all the objects and a lot more. All this just to finally render and present one frame. Yes, hardware has gotten better over the years and memory constraints might not seem like an issue but that is not the case for games. Improved hardware only helps with improving the overall quality of the game. Game now will be able to afford to look better and do more things than games from 2003 and that's it. Games still need heavy optimizations.

Thanks for the better hardware, making 2D games now is neither expensive nor hard. So, Godot being more friendly than unity for making 2D games is quite possible to happen. But that is not the case when it come to comparing Godot with unreal. Unreal is already at a league of its own. I don't think Godot can integrate something like nanite or lumen inside its engine anytime soon. In the past few years, only unreal has been introducing ground breaking computer graphics tech inside a game engine. Unity is having a hard time to even keep up with unreal's tech like meta human. It doesn't matter how many google, amazon or apple contribute to godot, it'd be a big surprise if Godot is at least able to hold its ground against O3DE IMHO.

FullGarden_S··on Taskfile: A Modern Alternative to Makefile
Looking good. But no thanks, I'm sticking to my awesome tup.
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