>Finally decide to replace the placeholder player sprite in my game with an original creation
>Use a simple, CC0 base character spritesheet from OpenGameArt (link below)
>Realize that I can't draw hair on a 16x16 sprite
>Also realize that I can't pull a Miyamoto and draw hats
https://opengameart.org/content/base-character-spritesheet-16x16
@phnt@fluffytail.org @Suiseiseki@freesoftwareextremist.com @munir@fedi.munir.tokyo @dj@ti.parcero.casa This makes total sense!
Suiseiseki is an inside agent, and he's making free and open source software as ANNOYING AND LAME AS POSSIBLE so everyone uses proprietary software, it's the perfect plan
Short C++17 question, expert help wanted
I have been doing some research on the inline keyword in C++, since my IDE (CLion) is... giving it a lot of preferential treatment.
From what I have read, correct me if I am wrong, it is primarily an optimization **when used on functions**. Forcing the compiler to insert the function contents directly wherever it's called when it assembles into opcode, removing the overhead of calling a subroutine, but potentially decreasing efficiency in other ways--low level CPU cache/branch predict stuff the compiler will probably decide for me anyway and that I don't have a great understanding of yet.
However, I cannot find a super clear answer on what cons this may have for *variables*.
Say I have a static variable in a namespace:
namespace stuff {
uint8_t x = 69;
}
What are some potential DRAWBACKS, if any, to making this inline? I can only find information on advantages, but that it should otherwise be left alone because the compiler will do it anyway if it's analysis deems necessary. The consensus seems to be "none" but I want to be sure because there is a lot of bad advice out there.
Thanks