Programming thread

It's a good way to learn a new language, too. I made a terribly performing shmup in Visual Basic 3 using image controls for sprites when I was a preteen. As terribly as it turned out, it was still a playable game.
I know a guy who did something similar but without sprites. It was VB6 Breakout, a horizontal scrollbar was the paddle, buttons for bricks and a radio box for the ball. It's really amazing what can be done with so little.
 
I'm sorry, what post?
My post from a while back, sharing my epiphany with the group. All code is just a transformation of data from one state to another state. Once you understand that seemingly simple idea, nothing is insurmountable. Stop solving problems, start writing transformations, and the zen of the code will flow through you.

The easiest way to the path of enlightenment is through the mountain of writing a parser. Doesn't have to be a compiler or an interpreter, but some program that takes and validates arbitrary input and outputs some intermediate representation, usable by your program.
 
GameDev can be simple while being good learning experience if you reduce your expectations.
You can make some space invaders clone etc. Old arcade games should be reasonably easy to make.
I mean these should be a good place to start and such but when it comes to developing 3D games shit goes to a level I don't even want to fuck with. That is if I decide not to stick with 2D. Now that I've mentioned 3D games what kind of previous knowledge/experience one should have before messing with 3D gamedev? Because I've always wanted to understand what really lies beneath all the hardship of making an indie 3D game.

I know it's an awful example but Yandere Simulator it's a game with a really knotty concept: A mix of Hitman and Persona. Aside from YandereDev's lack of professionalism and competence making such game would be very laborious.

At least to me who knows jack shit about gamedev.
I see that you are using node. Are you trying to use Handlebars on the client?
I was. As I said before I gave up on programming. Though if I remember correctly while learning how to handle it with Node I was following some outdated tutorial and perhaps that's what made weird shit happen because the files weren't in .cjs but in plain .js. It only worked well when I converted all files to .cjs. Man, it became quite a clusterfuck because .js files were always returning some kind of error because of Handlebars code.

But that was last year. I've already forgot stuff.
 
Ever heard of Brazil? Brands like Dell, HP, ThinkPad are quite expensive so there is a national chaper brand that sucks donkey ass.
That explains the third world shithole. Protip, they're all made in the same chink factory, but I give you full credit because of what i assume are export restrictions. My apologies.
 
i assume are export restrictions
It's actually worse. "Positivo" is the name in case you want to search for it but I'll give you a heads up: Imagine a Desktop PC with a recycled notebook motherboard or low quality parts bought from some Chinese industrial waste and labeled as if it was manufactued by them (it wasn't) or a supposedly 8GB RAM notebook that crashes if you open the BIOS screen.

Also it's a brand that dosen't have government financial aid unlike foreign brands (because everything in this fucking country revolve around state gibs) so they don't bother improving the quality of their products.
 
It's actually worse. "Positivo" is the name in case you want to search for it but I'll give you a heads up: Imagine a Desktop PC with a recycled notebook motherboard or low quality parts bought from some Chinese industrial waste and labeled as if it was manufactued by them (it wasn't) or a supposedly 8GB RAM notebook that crashes if you open the BIOS screen.

Also it's a brand that dosen't have government financial aid unlike foreign brands (because everything in this fucking country revolve around state gibs) so they don't bother improving the quality of their products.
I did a minimum bit of research and I was horrified. "Positivo As A Service" is all I needed to read. Truly, my apologies.
 
I mean these should be a good place to start and such but when it comes to developing 3D games shit goes to a level I don't even want to fuck with. That is if I decide not to stick with 2D. Now that I've mentioned 3D games what kind of previous knowledge/experience one should have before messing with 3D gamedev? Because I've always wanted to understand what really lies beneath all the hardship of making an indie 3D game.
Tbh for average Indie dev it's just mean learning Unity/Unreal and treating rendering pipeline as blackbox. So you can follow any programming course, and go from there.
If you really want to know what's going on in the background in 3D games, then linear algebra is your friend.
 
Other than that some Arduino shit. Always wanted to know the correlation between hardware/electronics and code.
Arduino won't really teach you much.
Ben Eater has a very good series for beginners that goes over the design of a CPU from individual gates, though the actual computer is useless for any meaningful projects.
There's also DrMattRegan who has very good videos, but are a bit more complicated.
 
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Arduino won't really teach you much.
Ben Eater has a very good series for beginners that goes over the design of a CPU from individual gates, though the actual computer is useless for any meaningful projects.
There's also DrMattRegan who has very good videos, but are a bit more complicated.
On that same topic, There are also Fpgas which one could kinda of think of like a digital breadboard or like a bunch of logic blocks which one can assemble into any way the hardware designer wants using Hardware Description Languages like SystemVerilog or VHDL.
 
What's a good way to measure productivity for solo-development? I'm coming hot off the pirate software thread and they're roasting him (rightfully) for measuring productivity in LOC. That got me thinking: what actually is a good way of measuring productivity? Shipped systems/modules?
 
What's a good way to measure productivity for solo-development? I'm coming hot off the pirate software thread and they're roasting him (rightfully) for measuring productivity in LOC. That got me thinking: what actually is a good way of measuring productivity? Shipped systems/modules?
I would use kanban board. And just define big goals of your project. And when starting to work you define sub-goals, which can be composed of their own sub-goals and so on.
Then you can have track of what has been done, and what you think should be done. And you can compare it, and check if you think your progress is "productive".

Though productivity is vibes based thing imho. So that's something that you in the end have to subjectively assess.
 
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My post from a while back, sharing my epiphany with the group. All code is just a transformation of data from one state to another state. Once you understand that seemingly simple idea, nothing is insurmountable. Stop solving problems, start writing transformations, and the zen of the code will flow through you.

The easiest way to the path of enlightenment is through the mountain of writing a parser. Doesn't have to be a compiler or an interpreter, but some program that takes and validates arbitrary input and outputs some intermediate representation, usable by your program.
Closures truly are quite incredible. There's so much flexibility that comes with passing a function to later be called (e.g. callbacks), especially when doing async stuff.

Also, your thing about transformations makes me think of linear maps and how you can represent function compositions as chains of mappings. Just a thought.

What's a good way to measure productivity for solo-development? I'm coming hot off the pirate software thread and they're roasting him (rightfully) for measuring productivity in LOC. That got me thinking: what actually is a good way of measuring productivity? Shipped systems/modules?
My view of productivity is more big-picture. As long as I'm getting shit done that I want done (and it compiles), that's better than doing nothing at all. From there I can break it down into modules/functions/features. Simple Goal -> Sub-goal stuff.
 
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Just wanted to share this post from Maldy's (aka, PirateSoftware) thread.
This is warning about what focusing on micro-optimization brain leads to when you lack any basic knowledge of what tf you are doing.
Also it's genuinely funny to me to an unhealthy level.
This guy larps as game industry guru with 20 years of experience.
What do you mean python scripts for bot detection isn't game development!?!?!?
 
Tbh for average Indie dev it's just mean learning Unity/Unreal and treating rendering pipeline as blackbox. So you can follow any programming course, and go from there.
If you really want to know what's going on in the background in 3D games, then linear algebra is your friend.
How common it is for indie game developers to know both programming languages and 3D modeling or some other skill like OST composition, story writing and such?
 
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