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Latest Comments by TheSHEEEP
Linux gaming performance display MangoHud v0.7.1 is out now
9 February 2024 at 9:05 am UTC

Quoting: FaalagornVulkan and Wayland or OpenGL and Wayand? I have the trouble with the latter myself.
I'm not using Wayland, but I also have some troubles with it on my laptop.
It will display just fine in most games but not at all in others. No idea what the difference is between the games.

Might be Vulkan/OpenGL.
Might be some games using some kind of "launcher" (maybe just a .sh script to launch the game instead of directly launching the binary and Mangohud cannot deal with that).

Death Stranding 2: On The Beach has a new trailer but no indication of a PC release yet
1 February 2024 at 11:58 am UTC

Quoting: pytrysGameplay seems to be the same boredom like the first game. I will pass.
Yup.

I'll happily watch a story-only walkthrough, though, because in contrast to the "gameplay", the story was fairly interesting if a wee bit pretentious (but that's just Kojima default).

Never Grave from the Palworld developer looks a lot like Hollow Knight
29 January 2024 at 2:20 pm UTC Likes: 5

So what... an artstyle can only be used in one game now before people scream "clone!"?

Want me to tell you about Doom "clones"?

31% of devs already using AI and the PC platform looks strong from GDC Survey
23 January 2024 at 6:16 am UTC

I mean, it is a bit of a no-brainer to use AI, especially for indies.

If money is tight and I want to have voiced lines of text, am I gonna spend a lot of money on a voice actor or drastically less money on AI voicing, which has significantly improved recently?
I think pretty much everyone would like to give money to fellow humans, but "would like" is a luxury if money is a limiting factor.

GStreamer gets funding from the Sovereign Tech Fund to rewrite parts in Rust
18 January 2024 at 2:09 pm UTC Likes: 2

Quoting: Samsai
Quoting: TheSHEEEPI once couldn't stop laughing when I made a string copy, it's like trying to thread a needle, but with both hands tied behind your back to make sure you won't accidentally poke yourself.
 
    let string1 = String::from("Hello, world!");
    let string2 = String::from(&string1);

    println!("Here they are: {} {}", string1, string2);

You can write spaghetti in any language, Rust enforces a couple of pretty basic rules and most times when you are actually having to thread code through unwraps and whatnot you are dealing with nullability.
Maybe I should have mentioned it was in an Option in a Result and also containing a Mutex (or another permutation of that situation, I worked with in a REST project back then, don't fully remember), it wasn't just the simplest possible case.
Working with only base types is fairly rare in Rust, at least in my experience, which is doing more high-level code and not so much low-level calculations (low-level is generally the most "pure" and easiest to read).
Usually, you have at least one additional layer around things, and that can quickly spiral, too, where you might end up with Lists of Options of Results of different types from several different libraries you are using in tandem but need to tie together somehow...

Quoting: SamsaiAnd sure, languages like C and C++ will let you just bulldoze your way through that, you'll probably just catch a segfault at the end. :)
Unless I'm working on something that must never fail or is highly concurrent, I'd rather have a segfault that I can quickly fix than always writing more code than I feel I should need to.
Besides, I had plenty of runtime crashing with Rust, too. Sometimes in our own code, sometimes in libraries we used. It's not like Rust code automatically has no runtime errors.
The "error safety" of Rust is somewhat overrated. It's certainly safer than C, but far from "safe" safe.
So you still have to do all of the testing routines you'd do in any other language, not really saving you much time there.

Again, I'm not saying Rust is bad.
It's pretty good. It has very clear advantages and disadvantages. Depending on the project, I wish I was working with it instead of what it is I'm forced to use.
I'm just somewhat annoyed by (some) Rust fanboys seeing only the good bits and brushing the downsides off as "you just don't know what you're doing", is all.

GStreamer gets funding from the Sovereign Tech Fund to rewrite parts in Rust
18 January 2024 at 8:49 am UTC Likes: 1

Quoting: AdutchmanThe sbippet you showed looks like you haven't really looked at how to write actual Rust and just tried to write C in Rust which doesn't work.
Not at all. I know Rust and been working with it on and off in projects. I wouldn't consider myself an expert, but I can work with it just fine.
Obviously I exaggerated in that example, but you'll find code akin to that in every single project, simply because of how Rust works. Rust's safety comes at a hefty cost.
There's just no denying that, at least not if you are being honest.

I am in the nice position that I work on many projects with many languages and many people of different levels of knowledge in the languages, so I have the advantage of not being too tunnel-visioned when it comes to a single language that I couldn't see its downsides anymore.

GStreamer gets funding from the Sovereign Tech Fund to rewrite parts in Rust
18 January 2024 at 7:29 am UTC Likes: 3

Quoting: mattaraxiaHeh, I laughed surprisingly hard at that first part. I had really similar feelings while learning Rust, though after a while I wrote most of it off as just not-the-way-I'm-used-to-itis.
Of course you can get used to it and understand it.
Hell, you can get used to abominations like Objective-C. Which Rust thankfully isn't as bad as.

But there are just objectively much harder to parse languages (as in, read and understood even by uninitiated people). Due more complex structures in Rust code than you'd find in C-code.
C++ can get nightmarish to parse on its own, but more rarely so and in cases that can usually be auto'd away nowadays. And pure C code is just very simple to read as it "lacks" (I've grown to think it's a feature) all the bells and whistles of C++.

With Rust, you get a lot more special characters (&|*::<>?!..'+) throughout the entire code outside of calculations, more function calls per thing you want to do and once type specifiers and lifetimes come into play, all hope is lost to the uninitiated anyway ( what's this type do, why is there a ': "Box<Fn() + Send + 'static>" ).

It's not that it couldn't be understood, it's that it couldn't be understood quickly except by experts.
And if I have learned one thing in 15+ years of coding, it's that the most important attribute of code after "it works" is that it is easily readable to people new-ish to the project and/or the language.
Because code is hundreds to thousands of times more often read than written and lack of understanding leads to way more problems down the line.

GStreamer gets funding from the Sovereign Tech Fund to rewrite parts in Rust
17 January 2024 at 9:09 pm UTC Likes: 2

Honestly not a big fan of Rust.

It makes writing code ridiculously complicated, everything needs awkwardly added function calls (want a variable? Here you go "variable.wrap().unwrap().rewrap().is_this_safe()?.unwrap_or_else(|..| yes_no?).expect('oh no!') ") and just leads to code that is practically unintelligible unless you understand everything about Rust.
I once couldn't stop laughing when I made a string copy, it's like trying to thread a needle, but with both hands tied behind your back to make sure you won't accidentally poke yourself.

However, its modularity and concurrency safety while maintaining C-like speed is indeed quite well suited to a project like that.
Can't say I blame them.

Oh, and the error messages in Rust are pure magic, very helpful compiler.

Ubisoft think gamers need to get comfortable with not owning games
17 January 2024 at 6:57 am UTC Likes: 2

Quoting: Purple Library GuyWhy can't there be ad blocking that the websites can't even tell is happening?
There can be.
On mobile, for example, there is AdGuard (actually, it seems to be on Linux to... hmmm).
But those work by not being plugins for the Browser, but they work (I think) by intercepting network packages, checking their source and they have a list of sources to intercept and replace with something the website cannot check for. Or something like that, I'm not totally sure about the internals.

Main point is, if it is a browser plugin, there are limits to what it can do network- and permission-wise, and websites can check if there is a plugin being used and react to that.
To block in a hidden way, it has to be done so a website cannot check for it, which might be impossible as a plugin. Maybe a browser with internal ad-blocking could do that, but I have no clue if such a thing exists.

Unity cutting 25% of staff (about 1,800 people) as part of restructuring
9 January 2024 at 12:47 pm UTC Likes: 16

I don't have an objection to companies downsizing for cost reasons.
Just makes business sense in some situations.

What makes this so crazy is that they didn't lose profitability due to "the market changing" or inflation or anything.
Their leadership made absolutely insane decisions that cost them dearly, but the ones to pay the consequences of that are the normal staff, while the leadership remains absurdly overpaid.

That's the part that's just really grinding my gears.