The time is finally here. The next big stable update to the NVIDIA proprietary driver for Linux with version 555.58 bringing Wayland Explicit Sync.
![NVIDIA driver 555.58 released as stable bringing Wayland Explicit Sync](https://programming.dev/pictrs/image/14a98f1a-05cc-4dcf-880a-971cdd3d6ba5.jpeg?format=webp&thumbnail=256)
Finally, audio cackling in web builds should be fixed!
From Erlang, to Elixir and now, GLEAM!?
![Exploring Gleam, a type-safe language on the BEAM!](https://programming.dev/pictrs/image/409d4b55-629b-436c-9dc7-df21e137896c.png?format=webp&thumbnail=256)
I've been on Nobara for almost a year now and am really happy with it. The only distro I'd probably switch to is Bazzite just to try out immutability, but aside from that I'm good where I am.
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Lead programmer talks Lua’s flexibility, challenges, and integration with Defold game engine after 60k lines of code in Craftomation 101.
![What do I think about Lua after shipping a project with 60,000 lines of code?](https://programming.dev/pictrs/image/84cab381-9c39-43e2-8bce-6292cf047d68.jpeg?format=webp&thumbnail=256)
you can use OS.execute() to run console commands and run other binaries, but if you need something more advanced you can probably use C# instead of GDScript, which wouldn't need GDExtension.
Godot 4.3 is ready for broad testing as we finalize the release.
After many months of research, development and QA, Wasmi’s most significant update ever is finally ready for production use. Wasmi is an efficient and versatile WebAssembly (Wasm) interpreter with a focus on embedded environments. It is an excellent choice for plugin systems, cloud hosts and as smar...
For the past few years, I've been running a tech blog focused on the Fediverse. It's evolving into a bonfide news organization.
![My Hopes for We Distribute - deadsuperhero](https://programming.dev/pictrs/image/5bcbfa54-9979-44a1-9c0b-669d02e0bd13.png?format=webp&thumbnail=256)
There are two good options: Host your own blog yourself, or join a blogging platform that isn't corporate. I personally use BearBlog but I've heard good things about Write.as as well. These two have free blogging options and don't sell your data. If you want to host it yourself (which is safer), check out Hugo.
Ultimately, bots scrape the entire internet and there's no guarantee they will honor robots.txt of a particular website (which tells bots what they are and aren't allowed to do). If it's on the internet, people can scrape your content and there isn't much you can do about it. That shouldn't stop you from writing or blogging, just don't post very personal data.
Also, feel free to join us on !blogging@programming.dev!
![](https://lemmy.world/pictrs/image/5372663e-f7c1-46de-bc5b-e3ce4a8f6c8e.jpeg?format=webp&thumbnail=512)
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Compiling to bash seems awesome, but on the other hand I don't think anyone other than the person who wrote it in amber will run a bash file that looks like machine-generated gibberish on their machine.
Based on the feedback we received at the GDC from partners and friends, we know that we need a way to reduce the size of our exports. Currently, the 4.3 release Web build .wasm is around 40 MB uncompressed, and 5 MB compressed with Brotli. We have a few ideas in mind to address this, and it could even help optimize builds for other platforms!
This is very exciting! It's my #1 issue by far with the engine. With custom export templates I managed to keep it around ~25MB uncompressed, but there's definitely a lot of room for improvement in binary size.
With single-threaded builds and sample playback, it's now easier than ever to export your game to the Web with Godot 4.3. And more!
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Most variables have setters for situations like this. Rather than using get_tree().paused = false
, try get_tree.set_pause(false)
. There's also Input.set_mouse_mode()
, you'll see them under the variable names in the docs.
Zed is a high-performance, multiplayer code editor from the creators of Atom and Tree-sitter.
![Zed - Code at the speed of thought](https://programming.dev/pictrs/image/db03010f-2f69-494b-8e8c-081fec0462e2.png?format=webp&thumbnail=256)
Probably very unstable, but worth trying for people that are impatient.
Figma's team recently converted one of its codebases from a custom programming language to TypeScript without disrupting a single day of development.
![Figma’s journey to TypeScript | Figma Blog](https://programming.dev/pictrs/image/babef430-8f73-44e6-80a0-50ca02706cff.png?format=webp&thumbnail=256)
"Merge pull request #8 from [branch name]"
Not the most exciting but hey, someone has to do it.
I got it from a Buffoon pack, but it's still worth buying because it pays for itself. You get 2 jokers that are worth 1-2 dollars each, you can sell them if they're not worth keeping and you can even get jokers like Egg and Mail-In-Rebate that gain you tons of money.
It's a life saver in ante 1-2
I don’t agree with people downvoting you just cause its unity lmfao
Yeah Lemmy is kind of funny in that regard, the downvote is not a disagree button.
It's also a lot easier to manage via code since you could just get children and have each layer have its own group.
It's a two part story:
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The mobile market mostly targets kids and boomers and their resistance to microtransactions has been basically non-existent, making the market quickly become predatory and full of spam
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Modern app stores have become abysmal, making it impossible for smaller games to see the light of day. 99% of google play is a dumpster fire, and the 1% that is decent isn't published by a multi-billion dollar company so you're unlikely to ever see it. There are good games out there, but the way the algorithms and ads work makes them constantly pushed down in the list. This isn't "a problem" to a company like Google because they're making bank off of all these ad spaces.
Anyways, most good games are paid, but here's a list of stuff I've enjoyed playing on mobile:
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Fancy Pants Adventures
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Bloons TD 6
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Dicey Dungeons
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Dead Cells
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Slay the Spire (but the mobile port is rough on small screens)
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Knights of Pen and Paper +1
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The Enchanted Cave 2
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Let's Create! Pottery
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BAIKOH
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Data Wing
Probably a lot more I forgot. Have at it.
Has it ever been better?
Actually, yes, by a big margin. Back in ~2011 mobile games were actually trying to be great. Games like Edge Extended, World of Goo, Bounce Boing Voyage, Zenonia 2 & 3, etc.
I remember early Humble Bundles being full of exciting games for mobile, now you'll be lucky to find just one of them that isn't filled to the brim with MTX or ads.
The last dev snapshot for 4.3 before feature freeze is a big one after 6 weeks of work!
TL;DR:
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2D physics interpolation: Should heavily reduce jitter and make the game smoother on higher refresh rates!
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TileMap layers are now separate nodes: Each layer is now its own node. This is huge because it means it's easier to manage, easier to iterate over, and each layer can have its own settings and move separately.
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Option for checking for engine updates automatically
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Reverse Z for the depth buffer: They made a blog post about this a few days ago.
Sort of. If you earned >$1 million in revenues in the past 12 months, you have two options:
-
Pay 2.5% of your monthly revenue
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Pay a runtime fee based on your monthly downloads
So basically, they made it optional, but you still have to pay 2.5% which is still significant. Otherwise you can use the runtime fee and report data yourself (it will probably be cheaper)
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Just skimmed the video, it's pretty good! Provides a good crash course for people to just start making a platformer, it definitely skims some important topics like physics layers or how to properly use tilemaps, but I expect follow up videos to start explaining things more.
A hands-on guide to making your images, videos, and files tiny.
![File Compression Is Awesome: A Practical Guide](https://lemmy.world/pictrs/image/95166a92-4dd9-4e8a-a0ee-275ce334fe88.webp?format=webp&thumbnail=256)
I was recently contracted to make a neat prototype of a game. It's a twinstick shooter with MOBA elements, you got minions coming out of towers attacking other minions and the goal is to destroy towers to make your way in and destroy the enemy base.
Navigation in Godot is pretty neat, very hassle-free.
I've bought the $1 tier to get into shaders and I sort of agree. I took the Unity 2D course when I was starting out game development and it was excellent, really gave you everything you need to know to understand and learn how to make real games.
I'm 75% through the shader course (which is fairly short, like ~2 hours long) and it's just okay. It gives you a decent introduction on how shaders work, teach you a few simple effects like distortion and dissolving and color swapping, then you're on your own. I didn't feel like I learned enough to be confident making my own shaders and I still only have a surface level understanding of it. Not great for a paid course, I'm starting to think that's the reason it was only $1 in the bundle.
I still 100% recommend their 2D unity course but it seems like how good the course is depends on the instructor. Rick is the best instructor they have, the new ones aren't cutting it. Maybe I should make my own tutorials because a lot of Godot offerings currently are lacking.
Nice, good luck!
Godot 4 came out a year ago so they're all new courses. They do have a forum for assisting people that own the course where a teaching assistant helps out. I haven't tried any of their Godot courses but I have finished their Unity course and the experience was really good.