The controller looks pretty cool for sure, my biggest fear is the dpad though. I hope they go for a clicky feel like on the latest xbox controllers, and not the mushy feel you've got on the Dualshock 5 or even the 8BitDo Pro 2, which, for me, really is the only think missing from those.
I'm more of a "Dpad in the top left" kind of guy, but I want it to be clicky like on the Xbox controllers :( We'll see!
I'm with you on the dpad. For me I've never found better dpads outside of retro focused controllers from companies like 8bitdo, so when I want to play a retro game with dpad I just grab one of those and use my steam controller for everything else.
I feel you. A repairable phone that's 5 inches would be so perfect. I miss my the Xperia X Compact so bad, I loved that phone, I had Lineage OS on it and it was great. It wasn't easy to repair though.
Now I've got a Jelly Star, and it's pretty much the same problems, plus no updates in a while.
On that note, is it worth it to get a desoldering iron ? Like, what is essentially a soldering iron and a desoldering pump combined ? I've had little success desoldering in the past, and broke boards because of it.
I really liked this post. I've recently been learning OpenGL and C++, and the libraries surrounding it, like ImGui, which I like using a lot !
But for my projects I think I'll keep using Godot. I really want to make a game, and not the tooling required to make a game. That said, I've dabbled in GDExtension, and if I really need to have something performant, I'll use that.
I've got huge amounts of respect for people doing it this way though. They have a level of control over their work that a Unity or even Godot developer cannot hope to have. It has, like any game dev approach, it's pros and cons
The one thing that perplexes me is that there are some annoying warts of Godot that make developing a game in it different than making a game yourself and nobody thinks "hey wouldn't it be easier to make Godot work in this way, than to do everything from scratch?"
The key difference is the code driven development workflow that makes it easy to keep different concerns like visual assets, collision boxes, navigation, etc separate.
If you do this in Godot, the standard editor features become meaningless, because they are optimized for throwaway workflows with extremely tight coupling (e.g. a player character IS a node containing subnodes, rather than the player character being a high level concept, whose nodes merely represent the player character).
I mean, you can do Godot this way - just make your player a scene with Node2D or 3D as the root instead of a PlayerCharacter and have it respond to input
I'd thought they would keep GDScript since it's built on Godot, especially since you can export your projects to Godot afterwards. Not really that bad of a problem since GDScript's easy to pick up
I've used AI as a crutch for a time, and felt my skills get worse. Now I've set it up to never have it give me entire solutions, just examples and tips on how to get it done.
I've struggled with Shader Programming for a while, tried to learn it from different sources and failed a lot. It felt like something unreachable for me, I don't really know why really. But with the help of an AI that's fine-tuned for mentoring, I really understood some of the concepts. It outlined what I should do and asked socratic questions that made me think. I've gotten way better at it and actually have a pretty solid understanding of the concepts now (well, I think).
But sometimes at work I do give in and get it to write an entire script for me, out of laziness and maybe boredom. Their significant advances as of late with "extended thinking" and the likes made them much more likely to one-shot the writing of a slightly complex script... Which in turn made it harder to not just say "hey, that sounds like boring work, let's have the AI do the biggest part of it and I'll patch up the rest".
I have a similar setup going on. I'm a heavy user of LLMs, but the only time I use the code they generate is for throwaway scripts. I like to describe the problem I'm working on, paste in my code, and ask about everything wrong with it. Am I missing something? Are there glaring flaws or inefficiencies? Are there better ways to approach this? I never take suggestions unless I fully understand and agree with them. There are lots of poor suggestions, but lots of really good ones too.
Infinite tailored critique and advice. I have found this immensely valuable, and I have learned lots doing it. LLMs are static analyzers on steroids.
There's also stuff like Sonic Pi (https://sonic-pi.net/) and most things live coding related, but I found that I don't really like that approach even though I love synths and programming. For some reason I don't think they go together well. But some people are really good with that and it's fascinating
Yes, I feel the same way, but then I started making music to get away from the computer, rather than finding even more things to spend time on with the computer, maybe that's why.
Yeah I figure it's that too. When you look at the miniature generated before the actual 3D model, it looks like something generated with another tool which is fed to the 3D generation AI.
I think that is the way. I also ditched social media, used a brick phone for a while but went back to a smart phone for gps. Don't use it for social media though, since I have none.
Although, how do you feel about using your computer to "waste" time? Like spending too much time reading random things you find on the internet, for example.
These are all great questions! GPS is bloody tricky, so lately just for getting to job interviews I use smartphone for GPS. But back to the brick as soon as I get home. I'm going to get a GPS in my car instead.
Computer I don't waste much time, I usually only use it for HackerNews ~20 minutes a day if there is something interesting to read, other than that its a work and coding machine. Some gaming too when I want to relax.
I also use Kagi as my search engine so I basically only get small web websites, not content/advert heavy sites
I've just put one in blender, indeed the topology is all over the place, but only triangles at least. Seems really hard to edit it in a 3D program after the fact because the vertices are placed seemingly at random