The first 14 pages are under 1 year olds.
The first 14 pages are under 1 year olds.
The first 14 pages are under 1 year olds.
The first 14 pages are under 1 year olds.
The first 14 pages are under 1 year olds.
The first 14 pages are under 1 year olds.
Sincerely, fuck @Ryanair_ES , their predatory "fines", their dark patterns and the shitty corporate climate that makes these absurds into a """normal""" business practice.
There's something deeply satisfying about pushing a Sunday-evening Fortress commit with high confidence that everything will work smoothly.
We run thousands of E2E and integration tests against every possible supported version combination of PHP/WordPress and a dozen QA tools like psalm, phpcs, etc.
But over time, our lead time for changes started creeping up—eventually hitting an unacceptable 30 minutes.
I allocated 9 days to bring it down to 7 minutes from local commit to public release, without resorting to "pay to win" solutions like faster (and more expensive) runners.
Here's how and why I did it 🧵
At the height of One Million Checkboxes's popularity I thought I'd been hacked. A few hours later I was tearing up, extraordinarily proud of some brilliant teens.
A thread about my favorite story from running OMCB....
Started playing Pokemon TCG on the phone because I was bored. 3 hours later, I've built a deck with some weird 'mons I've never send before to stomp my way up the competitive ladder.
This is a crap take.
Not surprising considering the source: an inflamatory absolutist, that loves to say "no" to things, and justifies not entertaining discussions by calling anyone willing to consider the nuances a time-waster.
"Changing master to main changed less than nothing. Because nothing was or is ever enough in this arena. As soon as this word battle was won, it was just on to the next and the next (and the next)." https://t.co/RO2UYmKehJ
Figma locked us out of our org because they are trying to charge us for double the amount of users we actually had and the support team _does not get it_. Please someone who knows someone there help!
Mine was https://t.co/Lga3Xc7ulO.
What a wild ride since then... That small patch, meant just to get some stuff done, was a great step in getting more comfortable coding in public.
@pigdev I think the usage of dictionary is okay.
Since file is a type, an object in the filesystem, and the noun in question, it might be unclear.
Changing it to "into the file" might be a more natural approximation.
Oh my god.
The fact that footage like this can exist and yet our political leaders refuse to call for a ceasefire will stay with me for the rest of my life.
When Godot 4 content is coming, the answer is still "this year."
We're building the education program schools and Godot have been wishing for for many years, and that takes careful planning.
But that's also better for everyone taking our courses: so many times people asked for a learning path, and there was never a great answer in the community as most of the content out there, ours included, is more or less standalone.
Because it's so much work to build an actual curriculum, and you need to get it reviewed and combed by very experienced teachers. You need to ensure that assignments do apply and help acquire the skills you're trying to teach. You need a way to test that, and not just assume.
Since last month, we're working on this with Owen, who teaches game design and game development at a public high school in San Francisco.
For public schools, we hope to make this program free, if we can just fund all the work that's unique for schools. So it's not something to make money; the school part is more of a non-profit initiative.
Education programs don't just happen for Free Software projects. We've been approached yearly to make this, and we've tried talking to schools over the past few years. The thing is, schools tend to want an already complete package (all learning resources they need provided) and we had no success getting any of them to sponsor some of the work or even just help us unlock public grants.
So you have to fight, take the time to listen to every school, solve their problems, and there's just a lot of benevolent work you need to put in initially.
It was always one of our dream goals, and we have a good chance of reaching it this year.
The ultimate goal would be 100% free and open, high quality gamedev education for everyone, but we haven't cracked the formula yet.
The best we can do is still about 50% free and open-source, 50% paid. Which means the paid content and free content can't overlap too much, otherwise people who can afford paid courses don't see a reason to pay for education, our budget goes down, and we end up making less free and less paid content overall.