@PurpCat @beardalaxy
>migration and cultural erasure has accelerated
Yet, people don't realize that neither one of them is for open boarders nor closed boarders (at least in the absolute sense). I think even Trump is still on board with mass Indian immigration.
@beardalaxy Trump is making huge promises. I feel like it's either he's going to have to fulfill those promises or the masses are going to revolt.
COVID has already destroyed a lot of faith that people still had in government. I don't think that even the most diehard Trump supporters can tolerate any more broken promises.
@wowaname @bonkmaykr I'm talking about having a JavaScript file for writing the links for the sites navigation. So I can just edit the JS file instead of each page.
I know you could also do that with server-side scripting or a static-site generator, but sometimes I just want to get things done and have it run on any webserver.
@wowaname @bonkmaykr Does this mean that I should stop using JavaScript to load navigation bars?
gamedev
There is now a spark where your sword strikes during the boss kill freeze-frame.
#gamedev #gamedevelopment #indiegamedev #indiedev #indiegames #indie #SFML #cplusplus
Ian Freeman should be a household name alongside Ross Ulbricht and Roger Ver.
He is a political prisoner who is being punished for facilitating anonymous cryptocurrency usage.
@cjd That liquid is adhesive. If you watch the video they even turn the glass upside down and it's still stuck to the bottom of the glass.
@djsumdog Gemini is terrible. ChatGPT is at least decent at boilerplate stuff.
Not necessarily programming, but I find it really useful for generating HTML5 templates without the bloat (no unnecessary JavaScript or CSS frameworks).
LibAlleg does not have a guide on framerate-independent game logic, which makes removing the FPS cap difficult. No worries, I could do multithreading.
Except for some ungodly reason, the renderer is hard-capped at 60 frames per second, agnostic to my own code. This is "120"
I only found this out the hard way when my timescale math inadvertently caused the publisher intro to be twice as long instead of just being double the framerate.
At that time I had not implemented a delta timer because I was relying on Allegro's event timers for pacing, so I had no way of viewing the framerate until I took this screenshot. You can probably imagine the hours I wasted trying to fix my code not realizing what was happening.
*sigh* time to contact the IRC again...
ARE YOU FUCKING KIDDING ME?!?! SFML had a depth-buffer, then removed it because Laurent Gomila thought that a 2D library didn't need it.
Except, you DO need it. Sometimes you need to dynamically change the orders in which sprites are drawn, especially for 2.5D games just like what this linked article is talking about.
The article below talks about a solution using OpenGL and a derivative of SFML's vertex arrays, but that seems way too complex for something that should be dead simple. This is part of the reason why SFML will never be on the same level as SDL. I only use it because I have this weird urge to be different....to my own detriment.
https://jordansavant.com/book/graphics/sfml/sfml2_depth_buffering.md