Latest Comments by TheSHEEEP
Life is Strange 2 releases for Linux on December 19
17 Dec 2019 at 8:39 pm UTC
17 Dec 2019 at 8:39 pm UTC
This actually makes it a lot more likely that I'll give it a go.
D9VK is no more as it merges with DXVK, making DXVK a D3D 9/10/11 to Vulkan layer
16 Dec 2019 at 8:44 pm UTC
It tries to enforce a crapload of conventions, from coding guidelines to how it focuses so much on memory safety that it makes some convenient coding rather impossible.
Basically, you code in the one way Rust wants you to, or you gtfo. Feels too restraining to me, especially considering coming from C/C++, I do know how to keep memory safe myself, I don't need that "safety net".
If the language would open up more, that would make it quite nice.
But of course, it will live or die with its supported libraries and right now, that doesn't look too great.
16 Dec 2019 at 8:44 pm UTC
Quoting: ShmerlThat's my biggest gripe with Rust.Quoting: CreakOff-topic: I don't agree with all the language decisions in Rust, notably the different behavior just if you prefix your variable with `_`:Yeah, I suppose it can eventually get trimmed (i.e. special meaning of _), unless they have some backwards compatibility concerns about not breaking the current behavior.
// The compiler warns about unused variable bindings; these warnings can
// be silenced by prefixing the variable name with an underscore
let _unused_variable = 3u32;
Knowing that there is already a way, which is clearer IMO, to silence some warning. See first lines in https://doc.rust-lang.org/stable/rust-by-example/custom_types/enum/enum_use.html [External Link]
It tries to enforce a crapload of conventions, from coding guidelines to how it focuses so much on memory safety that it makes some convenient coding rather impossible.
Basically, you code in the one way Rust wants you to, or you gtfo. Feels too restraining to me, especially considering coming from C/C++, I do know how to keep memory safe myself, I don't need that "safety net".
If the language would open up more, that would make it quite nice.
But of course, it will live or die with its supported libraries and right now, that doesn't look too great.
D9VK is no more as it merges with DXVK, making DXVK a D3D 9/10/11 to Vulkan layer
16 Dec 2019 at 2:36 pm UTC
Code is about 10x more often read than written (or more, even).
Thus, making code clear and being able to follow it is more important than either raw speed (especially since C++ isn't really slower than C) or having to write less.
In large projects in pure C, you will have algorithms spanning dozens to hundreds of functions over possibly just as many files. You invariably end up with endless amounts of spaghetti code. It is the inherent flaw of procedural programming - awesome for smaller scales, nightmarish for larger scales.
While the OO-focus in C++ at least makes it a lot less likely to end up with code like that (though not impossible, obviously), as code that belongs together is way more likely to be grouped together and the concept of objects which "do things" is inherently more friendly to the human brain.
And for some reason I will never understand, long-time C coders tend to almost never write comments and almost never have variable names longer than "a, b, c, d, v, x, z"...
It is the devil's work, I have no doubts about it.
Either way, what makes no sense to me is not using C, but not allowing C++ at all.
Have the C++ code be exposed via C-style functions (the famous extern, indeed) so that the core devs can keep their precious. Compile apart, then link.
I just don't see the point in not doing it that way, other than some weird sense of purity.
16 Dec 2019 at 2:36 pm UTC
Quoting: CreakThe problems really only arise in large projects.Quoting: TheSHEEEPGuess that is one way to make sure a project never has too many people working on it.Just to be the devil's advocate for a few minutes: good written C code is not so bad. After programming in C++ for more than a decade, I can now see the appeal in C code (sometime). It boils down to being leaner than a C++ code.
What a waste of potential.
Pure C is fine for smaller projects or concise little libraries.
But big ones purely in C is just nightmare fuel. Go take a look at the FFmpeg sources if you don't believe me.
Alright, merge Wine into DXVK, then ;)
C++ isn't picky about having some pure C code within.
Code is about 10x more often read than written (or more, even).
Thus, making code clear and being able to follow it is more important than either raw speed (especially since C++ isn't really slower than C) or having to write less.
In large projects in pure C, you will have algorithms spanning dozens to hundreds of functions over possibly just as many files. You invariably end up with endless amounts of spaghetti code. It is the inherent flaw of procedural programming - awesome for smaller scales, nightmarish for larger scales.
While the OO-focus in C++ at least makes it a lot less likely to end up with code like that (though not impossible, obviously), as code that belongs together is way more likely to be grouped together and the concept of objects which "do things" is inherently more friendly to the human brain.
And for some reason I will never understand, long-time C coders tend to almost never write comments and almost never have variable names longer than "a, b, c, d, v, x, z"...
It is the devil's work, I have no doubts about it.
Either way, what makes no sense to me is not using C, but not allowing C++ at all.
Have the C++ code be exposed via C-style functions (the famous extern, indeed) so that the core devs can keep their precious. Compile apart, then link.
I just don't see the point in not doing it that way, other than some weird sense of purity.
D9VK is no more as it merges with DXVK, making DXVK a D3D 9/10/11 to Vulkan layer
16 Dec 2019 at 1:43 pm UTC Likes: 6
What a waste of potential.
Pure C is fine for smaller projects or concise little libraries.
But big ones purely in C is just nightmare fuel. Go take a look at the FFmpeg sources if you don't believe me.
Alright, merge Wine into DXVK, then ;)
C++ isn't picky about having some pure C code within.
16 Dec 2019 at 1:43 pm UTC Likes: 6
Quoting: rkfgGuess that is one way to make sure a project never has too many people working on it.Quoting: EikeYes, Wine is written in pure C [External Link].Quoting: rkfgDXVK has a "fundamental flaw" and that is the language it's written in. Wine doesn't accept C++ code, unfortunately.Now I wondered what they're using.
Pure C [External Link]?!?
What a waste of potential.
Pure C is fine for smaller projects or concise little libraries.
But big ones purely in C is just nightmare fuel. Go take a look at the FFmpeg sources if you don't believe me.
Alright, merge Wine into DXVK, then ;)
C++ isn't picky about having some pure C code within.
D9VK is no more as it merges with DXVK, making DXVK a D3D 9/10/11 to Vulkan layer
16 Dec 2019 at 12:04 pm UTC Likes: 2
16 Dec 2019 at 12:04 pm UTC Likes: 2
Good. Now merge DXVK with Wine.
Crazy typing adventure dungeon-crawler Backspace Bouken is out now
14 Dec 2019 at 4:39 pm UTC Likes: 2
14 Dec 2019 at 4:39 pm UTC Likes: 2
I like that Typing Of The Dead has really started something.
Rocket League's new Item Shop and Blueprints get a price reduction
12 Dec 2019 at 6:18 pm UTC
But it is stupidity born from greed, that's my point. It is done on purpose, not by accident.
12 Dec 2019 at 6:18 pm UTC
Quoting: EikeThis IS stupid. Or very clever, depending on your morals, I guess...Quoting: TheSHEEEPStuff like this, when money is involved, doesn't happen on accident.You're trying to say mangers don't do stupid stuff all the time...?
But it is stupidity born from greed, that's my point. It is done on purpose, not by accident.
Rocket League's new Item Shop and Blueprints get a price reduction
12 Dec 2019 at 3:11 pm UTC Likes: 1
It's not some random decision of a single person who just happened to pull some random numbers out of their bottoms, these prices were planned, had to pass multiple heads and they all said "ok".
Prices are not something anyone decides on lightly. Least of all a team on a big project like this.
I mean, I guess there's a 0.00001% chance that nobody involved thought these prices would be a tad bit high.
Maybe they are all coming from Korean MMO backgrounds - absurd prices for in-game stuff is culturally accepted in Korea for some reason.
12 Dec 2019 at 3:11 pm UTC Likes: 1
Quoting: EikeStuff like this, when money is involved, doesn't happen on accident.Quoting: TheSHEEEPStep 1: Come up with completely ridiculous prices. This does not happen on accident, no matter what anyone tries to tell you. They knew 100% what they were doing.I don't say this hasn't happened here (I don't know), but ruling out stupdity is... stupid.
People do stupid stuff all the time, it's not all big plans.
It's not some random decision of a single person who just happened to pull some random numbers out of their bottoms, these prices were planned, had to pass multiple heads and they all said "ok".
Prices are not something anyone decides on lightly. Least of all a team on a big project like this.
I mean, I guess there's a 0.00001% chance that nobody involved thought these prices would be a tad bit high.
Maybe they are all coming from Korean MMO backgrounds - absurd prices for in-game stuff is culturally accepted in Korea for some reason.
Rocket League's new Item Shop and Blueprints get a price reduction
12 Dec 2019 at 11:57 am UTC Likes: 9
12 Dec 2019 at 11:57 am UTC Likes: 9
Oh, what a totally unexpected move.
Step 1: Come up with completely ridiculous prices. This does not happen on accident, no matter what anyone tries to tell you. They knew 100% what they were doing.
Step 2: Get shitstorm.
Step 3: Reduce the prices a little bit, pretending that you "listened to feedback". Make no mistake, this was planned from before step 1.
Never seen this pattern before...
Step 1: Come up with completely ridiculous prices. This does not happen on accident, no matter what anyone tries to tell you. They knew 100% what they were doing.
Step 2: Get shitstorm.
Step 3: Reduce the prices a little bit, pretending that you "listened to feedback". Make no mistake, this was planned from before step 1.
Never seen this pattern before...
Insurgency: Sandstorm no longer getting Linux/Mac support or a campaign mode
10 Dec 2019 at 1:42 pm UTC Likes: 13
Will apply that every time I see broken promises now.
That goes right into the same drawer as "sorry that you are disappointed/angry", "surprise mechanics/gameplay", "pride and accomplishment", ...
"We are sorry for making you believe that you could trust us."
This is really quite something, a PR person deserves a pat on head here.
Given how much they cancelled, though, it seems to me this project is pretty much doomed, Linux or not.
Don't know of too many titles that had to cut so much stuff and then became a success.
10 Dec 2019 at 1:42 pm UTC Likes: 13
Quoting: EikeI love it.mismanaging expectations:><:
Will apply that every time I see broken promises now.
That goes right into the same drawer as "sorry that you are disappointed/angry", "surprise mechanics/gameplay", "pride and accomplishment", ...
"We are sorry for making you believe that you could trust us."
This is really quite something, a PR person deserves a pat on head here.
Given how much they cancelled, though, it seems to me this project is pretty much doomed, Linux or not.
Don't know of too many titles that had to cut so much stuff and then became a success.
- GOG are giving away Alone in the Dark: The Trilogy to celebrate their Preservation Program
- Here's the most played games on Steam Deck for January 2026
- Steam Survey for January 2026 shows a small drop for Linux and macOS
- Valheim gets a big birthday update with optimizations, Steam Deck upgrades and new content
- AMD say the Steam Machine is "on track" for an early 2026 release
- > See more over 30 days here
- I need help making SWTOR work on Linux without the default Steam …
- WheatMcGrass - Browsers
- Jarmer - New Desktop Screenshot Thread
- Hamish - Is it possible to have 2 Steam instances (different accounts) at …
- whizse - Will you buy the new Steam Machine?
- DoctorJunglist - See more posts
How to setup OpenMW for modern Morrowind on Linux / SteamOS and Steam Deck
How to install Hollow Knight: Silksong mods on Linux, SteamOS and Steam Deck