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  • The USSR was the prime example for what happens when communism fails. The USA is the prime example of what happens when capitalism fails. Many of their mistakes are mirror images of each other.

  • I like the description by a Finn who said: Rust is like a car with automatic, while in C (or Zig) you need to change the gears.

    I don't think this metaphor is correct. The automatic gear's analogy would be the Garbage Collector, which almost every mainstream language has. Rust's memory management, in comparison, is still manual. Maybe not as manual as C or Zig - but I'd say about as manual as C++. The difference is not that it has some weird gear-changing (memory cleanup) scheme that does not require human intervention - it's that it yells at you when you don't do the regular gear changing (memory management) properly.

  • GameDev @lemmy.blahaj.zone
    AeonFelis @lemmy.world

    Looking for a value fine-tuning tool

    I have this idea for a certain game development tool, but before I start another side project I want to check if something similar already exists.

    An important part of game development is fine-tuning numeric values. You have some numbers that govern things like character motion, weapon impact, enemy AI, or any other game mechanic. For most of these there is no "correct" value that can be calculated (or even verified!) with some algorithm - you have to manually try different values and converge to something that "feels right".

    The most naive way to fine-tune these numbers is to have them as hard-coded values, tweak them in code, and re-run the game every time you change them. This, of course, is a tedious process - especially if you have to go through long build times, game loading, and/or gameplay to reach a state where you can test these values (that last hurdle can often be skipped by programming in a special entry point, but that too can get tedious)

    A better way would be to wr

    GameDev @lemmy.blahaj.zone
    AeonFelis @lemmy.world

    Should gravity stop during coyote time?

    Game Development @programming.dev
    AeonFelis @lemmy.world

    Should gravity stop during coyote time?

    GameDev @lemmy.blahaj.zone
    AeonFelis @lemmy.world

    Does it make sense to use a narrative scripting language for scripting the silent parts of world progression?

    Narrative scripting languages like Yarn Spinner or Inkle were originally meant for writing dialogue, but I think they can also be used for scripting the world progression even when no dialogue or even narration is involved.

    Example for something silent that can be scripted with a narrative scripting language:

    1. When the player pulls a lever...
    2. Move the camera to show a certain gate
    3. Open the gate
    4. Move the camera to show something interesting behind the gate
    5. Return the camera to the player

    Even though no text nor voice are involved here, I think a narrative language will still fit better than a traditional scripting language because:

    • Narrative languages describe everything in steps. Scripting languages will need to work a bit harder to generate steps the actual game engine can use.
    • Narrative languages have visual editor that can help showing the flow of the level as nodes.
    • The interface between a narrative language and the game engine tends to be seems to tend to b