I think that instead of trying to grow this community, we would be better off by rewriting the existent large communities’ members in Rust for a safer approach.
I think that instead of trying to grow this community, we would be better off by rewriting the existent large communities’ members in Rust for a safer approach.
Professionally: Unreal Engine 5 Hobby: Godot and Unreal Engine 5
Godot is fun, quick and small. Unreal is powerful, bulky and big.
Somehow I found ways to remove and break the GUI multiple times in multiple ways in multiple distros.
Different scenarios, different times, different issues trying to “fix”. My usual fix after this was always to copy what I think I still had important and then move on with a reinstall.
Recently I have been playing with ZorinOS and broke it in the same way by fidgeting with pipewire. Distro hoped to Fedora Silverblue due to the immutable filesystem. I wonder if I will break this one in a way I cannot revert it easily with rpm-ostree. I almost feel challenged.
I recently distro-hoped to Fedora Silverblue and I am quite pleased with it. This version has in immutable filesystem, thus you might want to look for another version of Fedora.
NixOS is big no go for me too, especially given that you can install the Nix package manager on any distro easily.
Arch Wiki is great and I often use it for non Arch distros well.
No and if I remember Unreal Marketplace License coreectly, that be also breaking the license.
There is! Sometimes a bit buggy as it stops downloading files, but restarting it resumes the download:
What do you think of the way Subnautica did it during development with the feedback button?
I think most devs do not bother with this despite being quite trivial to implement. This inspires me to create an Unreal Engine plugin that allows the devs to easily implement it and for the player to easily use it.
Fun fact: Godot also runs on Android devices. Having a big screen tablet with bluetooth mouse and keyboard makes a pretty sweet mobile workstation.
I really love the project structure of C++. I know that it is an archaic design developed like this due to lack of resources, but I find packages extremely offputting.
The first reason is that splitting declaration and implementation across files makes it easier to figure out what something does.
Second reason is that I feel that I have more control over libraries and packages that have to be manually added to a project rather than using a package manager.
Third, I feel like modern languages iterate over too many versions too fast. C++ has version releases too, but I feel that versioning is handled better from time, compatibility and stability point of view.
That would be great. We should make it.
C++ is also the standard in game dev. You may see some C# here and there, but most engines, public available or otherwise, are built on C++.
If it is a AAA game, I can assure you it is most likely made with C++.