@MelanieCanva hi! :)
re Affinity;
if you go with subscription, please consider the JetBrains licensing model:
- subscription in 1 year intervals with perpetual fallback license
More customers would subscribe than with current model, without feeling ripped off.
Hello, you can also follow me here so we can stay in touch:
ÄT jaw ÄT mastodon DÖT gamedev DÖT place
(you might have to remove some of the swedish chef speak to get a usable handle)
@GarrettTaylor@alexeheath Code should be fairly easy to read even if it performs complex tasks. Complex tasks can be broken down in small, readable blocks. If it's hard to understand it shouldn't pass review. It's easy to write impossible-to-understand code, hard to do the opposite.
@zeuxcg hi, if I'm not entirely mistaken, you mentioned that you preferred normal render passes over subpasses in Vulkan. Is that right? Do you have any reasoning around that somewhere? :)
The Advantage360 is Coming Back:
1) International: Most dealers have stock and direct ship starts Nov 1 (https://t.co/Xyf5TBMkyo)
2) Amazon/US Dealers: ~Nov 1
3) Kinesis Store: Mid Nov
4) Signature Series by @UpgradeKB: SmartSet now, Pro Monday
Giveaway: https://t.co/LeoghazYIp
@steinbrueckri@kinesisergo cool, yea, most of stuff I use can be remapped anyway so not a biggie... but there's those extra keys I guess. New muscle memory for ESC maybe when absolutely needed (vim etc).
@_rinaarts_@zellybellie Agreed.
Also the junior will learn how one can write code from, they will be exposed to new ideas and that will help them grow. So it's cost effective mentoring. Encouraging them to step through the code in the debugger is also a good complement.
A small behind the scenes look, creating new tech for upcoming visuals, this module records and plays back values (movement) after an arbitrary time: https://t.co/B4wrl0kH9o