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Posts
183
Comments
248
Joined
2 yr. ago
  • That's... Kind of insane! I've been following Bitcraft every now since it got announced but I never expected them to go to this direction. The blog post makes sense but I'm curious what license they're going to use. It could be a legal minefield to try and stop people from stealing the game, re-branding it, then profiting off of it.

    It'll be really curious to see how this plays out because there isn't really any major games that went open source, much less one that's going to be actively monetized like Bitcraft.

    Our focus will be on a smooth and successful Early Access launch on Steam, which is our highest priority. Only once we are happy with the state of the game will we start the process of open sourcing BitCraft.

    Anyway, it sounds like open-sourcing the game might take a while. I hope early access works out for them.

  • Game Development @programming.dev
    popcar2 @programming.dev
    Godot @programming.dev
    popcar2 @programming.dev

    Dev snapshot: Godot 4.5 dev 3 – Godot Engine

    Godot @programming.dev
    popcar2 @programming.dev

    Dev snapshot: Godot 4.5 dev 2

    Web Development @programming.dev
    popcar2 @programming.dev

    Anime.js v4 Is Here | JavaScript Animation Engine

    What a gorgeous demo page!

    Godot @programming.dev
    popcar2 @programming.dev

    Maintenance release: Godot 4.4.1

    Godot @programming.dev
    popcar2 @programming.dev

    Dev snapshot: Godot 4.5 dev 1

    Linux @programming.dev
    popcar2 @programming.dev

    Asahi Lina: For personal reasons, I no longer feel safe working on Linux GPU drivers or the Linux graphics ecosystem. I've paused work on Apple GPU drivers indefinitely.

    For personal reasons, I no longer feel safe working on Linux GPU drivers or the Linux graphics ecosystem. I've paused work on Apple GPU drivers indefinitely.

    I can't share any more information at this time, so please don't ask for more details. Thank you.

    If you think you know what happened or the context, you probably don't. Please don't make assumptions. Thank you.

    I'm safe physically, but I'll be taking some time off in general to focus on my health.

    Well that's sudden.

  • If your goal is to cash in on the blog, your best bet aside from ads is to look for sponsorship opportunities. You can look into services that align with your user's interests and contact them to set up affiliate links for you (like how any decently-popular YouTube channel has a sponsored segment).

    This can be in the form of an ad in the header/footer of your blog, an ad shown on the side of the screen, or affiliate links you put in your posts. If you're going to casually recommend your affiliates, I think you're legally required to add a disclaimer that it's an ad, lots of blogs do this in a small text at the top of the post.

    Taking a quick look at your blog, you can probably start shooting emails to popular vpn providers and ask if they're interested in getting sponsored here.

  • Sounds like you misconfigured your layers and masks. The collision mask determines which layers it can touch, so it sounds like you have the earth Rigidbody on layer 1 and are trying to detect the body.

  • Godot @programming.dev
    popcar2 @programming.dev

    Release candidate: Godot 4.4.1 RC 1

  • I was actually considering Defold for the longest time, it's another really great open-source engine, but I just found that Godot feels so much nicer to develop in. I may give it another try later, because I do enjoy making small webgames.

  • Performance testing is a whole can of worms. It's hard to get an idea of how performance changes because it'll depend a lot on the nodes and scripts being used. There could be huge regressions in specific cases and functions and no difference in others. Usually you'll need a suite of tests to see what changed.

  • Godot @programming.dev
    popcar2 @programming.dev

    How to Minify Godot's Build Size (93MB --> 6.4MB exe)

    This was a fun one. Here's my newest post on how to dramatically reduce Godot's build size.

    Some sacrifices were made... But the end result is a Godot project that works exactly the same, albeit with slightly worse performance. Hope this can help others in achieving tiny build sizes!

    Godot @programming.dev
    popcar2 @programming.dev

    Godot XR update - February 2025

  • I haven't checked since making this post but when the idea was floating around the devs said they preferred multi-communities (proposal 2). That's still on the Lemmy roadmap but isn't here yet.

    That said, Piefed apparently implemented something similar to proposal 3 so maybe the devs can change their mind and copy them instead.

  • Godot @programming.dev
    popcar2 @programming.dev

    Godot 4.4 has officially released!

  • It doesn't do anything by default, you have to go to settings > zen mods > click the settings icon next to the mod name.

    If you set the options and nothing happened then I'm not sure, it worked for me instantly when toggling stuff off.

  • I've started using more Zen Mods recently too, the most important one I would say is Zen Context Menu - which lets you de-clutter the options when you right click anything. There are way too many options being shown when you right clicked the sidebar, but it's a lot nicer to use now.

  • Technology @lemmy.world
    popcar2 @programming.dev

    My Thoughts on the Zen Browser

    Blogging @programming.dev
    popcar2 @programming.dev

    My Thoughts on the Zen Browser

  • While we prepare for the stable release—no more than a week’s time from now—let’s enjoy one last roundup of changes.

    Hype! Looking forward to updating my projects to the newest version.

  • but every job also says 100+ applicants

    Most of them are spam or people testing their luck even though they're underqualified since applying to jobs is usually just a click nowadays. Don't worry too much about it.

  • I get people that make tutorials for "content" even if they suck at their job, but I CANNOT get over video tutorials where someone gets completely lost and doesn't cut it out of the video.

    Anyways we'll go here-oh there's an error. Uhm. Maybe we can do this? That didn't work. Maybe that? Hang on, maybe it's in preferences? Oh, it's in tools, no, wait, oh I just wrote the name wrong

    Would it kill you to edit that out and stop wasting my time?!

  • Game Development @programming.dev
    popcar2 @programming.dev

    Game engines and shader stuttering: Unreal Engine's solution to the problem

    Pretty good technical article on why shader stuttering happens, and how UE is looking into fixing the issue in the future.

    Technology @lemmy.world
    popcar2 @programming.dev
    Blogging @programming.dev
    popcar2 @programming.dev

    Making a Blocklist to Remove Spam from Search Engines

    Programming @programming.dev
    popcar2 @programming.dev

    What do you use for writing HTML by hand?

    I don't like front-end development but I enjoy writing things by hand rather than rely on one-off classes. Even in my blog, I tend to write a lot of HTML manually throughout the post, like creating a quick container to put two images side-by-side and center them, making blockquotes, the occasional nested list, in-line CSS, etc...

    I've written some of it in VSCode and Joplin but I didn't find it comfortable to write in either of them. What editor/extensions do you use to make dealing with HTML easier? I'm currently looking at Emmet, but it looks a bit intimidating to learn.

    Edit: I ended up using Emmet for writing HTML in general along with Espanso for quickly inserting some templates I use. It's working out pretty well!

    Godot @programming.dev
    popcar2 @programming.dev

    Blender Studio: Announcing Project Dogwalk (A Godot Game)!

    Blender studios is making a Godot game. They talked about this before in a video but now we get a better look at it.

    Godot @programming.dev
    popcar2 @programming.dev

    Dev snapshot: Godot 4.4 beta 1

    Godot @programming.dev
    popcar2 @programming.dev

    UID changes coming to Godot 4.4

    Ane here it is, the most controversial change in Godot 4.4 . There's been a lot of opinions flying around on UID files around the github, but it seems they're finally going through with it.