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Joined 1 year ago
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Cake day: July 17th, 2023

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  • I remember so much pessimism last year that people’s complaints will change nothing and that almost every Unity dev is too deep and won’t be able to switch engines.

    Well, guess what, so many people did switch and Unity did feel the hurt. The community really did take action.

    Everyone’s going to (rightfully) dunk on Unity but I think this is a great move and it’s nice that the engine isn’t going away. Competition is always good, and I’m happy for the devs that did stick with the engine. Lots of studios celebrating on social media with a sigh of relief. I still think Godot is going to eat Unity’s lunch the next few years so they better step it up.








  • Very good stuff in this update! The new page quickly showing all the changes is also a lot easier to digest than a 5,000 word essay blog post.

    I’ve already been on 4.3 since the dev previews, so more than anything I’m excited for this release so the team can finally get to merging all those PRs that were shelved for 4.4. Lots of performance optimizations and big changes I’m excited for are coming in that next update. The wait continues!












  • popcar2@programming.devtoPrivacy@lemmy.mlBlogging in the AI era
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    5 months ago

    There are two good options: Host your own blog yourself, or join a blogging platform that isn’t corporate. I personally use BearBlog but I’ve heard good things about Write.as as well. These two have free blogging options and don’t sell your data. If you want to host it yourself (which is safer), check out Hugo.

    Ultimately, bots scrape the entire internet and there’s no guarantee they will honor robots.txt of a particular website (which tells bots what they are and aren’t allowed to do). If it’s on the internet, people can scrape your content and there isn’t much you can do about it. That shouldn’t stop you from writing or blogging, just don’t post very personal data.

    Also, feel free to join us on !blogging@programming.dev!



  • Based on the feedback we received at the GDC from partners and friends, we know that we need a way to reduce the size of our exports. Currently, the 4.3 release Web build .wasm is around 40 MB uncompressed, and 5 MB compressed with Brotli. We have a few ideas in mind to address this, and it could even help optimize builds for other platforms!

    This is very exciting! It’s my #1 issue by far with the engine. With custom export templates I managed to keep it around ~25MB uncompressed, but there’s definitely a lot of room for improvement in binary size.





  • It’s a two part story:

    1. The mobile market mostly targets kids and boomers and their resistance to microtransactions has been basically non-existent, making the market quickly become predatory and full of spam

    2. Modern app stores have become abysmal, making it impossible for smaller games to see the light of day. 99% of google play is a dumpster fire, and the 1% that is decent isn’t published by a multi-billion dollar company so you’re unlikely to ever see it. There are good games out there, but the way the algorithms and ads work makes them constantly pushed down in the list. This isn’t “a problem” to a company like Google because they’re making bank off of all these ad spaces.


    Anyways, most good games are paid, but here’s a list of stuff I’ve enjoyed playing on mobile:

    • Fancy Pants Adventures

    • Bloons TD 6

    • Dicey Dungeons

    • Dead Cells

    • Slay the Spire (but the mobile port is rough on small screens)

    • Knights of Pen and Paper +1

    • The Enchanted Cave 2

    • Let’s Create! Pottery

    • BAIKOH

    • Data Wing

    Probably a lot more I forgot. Have at it.


  • Has it ever been better?

    Actually, yes, by a big margin. Back in ~2011 mobile games were actually trying to be great. Games like Edge Extended, World of Goo, Bounce Boing Voyage, Zenonia 2 & 3, etc.

    I remember early Humble Bundles being full of exciting games for mobile, now you’ll be lucky to find just one of them that isn’t filled to the brim with MTX or ads.





  • I’ve bought the $1 tier to get into shaders and I sort of agree. I took the Unity 2D course when I was starting out game development and it was excellent, really gave you everything you need to know to understand and learn how to make real games.

    I’m 75% through the shader course (which is fairly short, like ~2 hours long) and it’s just okay. It gives you a decent introduction on how shaders work, teach you a few simple effects like distortion and dissolving and color swapping, then you’re on your own. I didn’t feel like I learned enough to be confident making my own shaders and I still only have a surface level understanding of it. Not great for a paid course, I’m starting to think that’s the reason it was only $1 in the bundle.

    I still 100% recommend their 2D unity course but it seems like how good the course is depends on the instructor. Rick is the best instructor they have, the new ones aren’t cutting it. Maybe I should make my own tutorials because a lot of Godot offerings currently are lacking.