@BastiArtGames In a sense, being a smaller developer with a more niche audience should make you less visible to the kind of crying baby that would complain about your game being the same price as silksong, so there's that.
@newstartingline @Livid@Geno_CL I can't tell which part of the screenshot these are cropping, but you can see the shader doing it's best work on the texture background, where it blends well and you don't see the blockiness. Polygon edges are somewhat improved but it can't do miracles
@newstartingline @Livid@Geno_CL Are these crops from my screenshot? Because the shader isn't going to change the underlying rendering, PS1 graphics are chunky
@eigentoad Acho que tem sim um efeito de que quanto mais forte a IDE, mais verboso e desnecessariamente longo o código. A janela de contexto sendo mantida a força, você busca a simplicidade primeiro.
Uso uma linguagem que não tem tooling nenhum e vivo na base do grep
@yiningkarlli@AvimanyuRoy3 Imo the main issue is that they create these esoteric ways of doing macros, it's much easier to follow in languages that just let you use actual code to manipulate code (a popular example is zig comp time and of course it's lisp tradition)