Instead of buying Github Copilot, I'd rather put that money into the hands of the real people that are making my life better, without the GPU overhead! https://t.co/iRTRDzeXeq
@mattykinsX @shudnell @Mark_R_Mitchell billions of dollars in volume, but no definitely 30 million dollars can move it 10%. There's only a market depth of 1 million dollars on either side.
@Carnage4Life That is a really poor take. I would argue code is a way better language compared to any spoken language like English for defining rules and processes. We should be super fluent in it, since ultimately conventional computer code is what scales automated processes. Literacy matters
@croloris This is perfect! I just got a pico w for christmas and I've been dragging my feet on a python implementation, but I really want to use zig ideally - lower power draw and actual compile errors
@heyellieday@trunarla@HesJustJordy Yeah! For me personally, the aspiration is: Android -> Termux -> Nvim + Node + Temux-notification = personal automation heaven (time management, stock trading signals, smart home, etc.). Currently so far polling Yahoo Finance from a node app to send notifications to my phone. Fun
@boberfly@SebAaltonen Could you progressively bake procedural terrain with AO traces? Is that normal? I guess you'd need to ensure all models have those crazy Signed Distance Fields on em?
@boberfly@SebAaltonen Awesome that vertex baking still getting some use in AAA, I had no idea. If you control your mesh geometry I guess it's not an issue
@joshcamas@mtrc You really don't have to code that way from what I've seen, possibly unless you want to listen to certain events per-node and have things change in-game reactively
@LimeBlossom@mtrc Sounds like a nightmare if you ever decide to refactor, Unity AND Godot both just drop references into the ether if your property names don't line up with your serialized data, so you have to do text replace in the .unity or .tscn files to recover broken references.
@joethephish@mtrc Maybe he's speaking to the general realization from seasoned Unity devs that littering your scenes with little scripts is harmful and it's much easier to make a maintainable game by centralizing logic as much as possible... but yeah, Unity tends to recommend the small script idea