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Rohansi
searching PlanetScale…
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40 ms
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841.
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Rohansi
3y ago
Steam Input is an abstraction layer on top of controllers. It helps you support any type of controller in your game. It also provides remapping support from within the Steam UI. Players can browse for and share their controller configuratio
842.
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Rohansi
3y ago
There's nothing like Steam Input, Steam Networking, the inventory service, etc. Not to mention all of the additional functionality provided in the Steam website/client itself like proper reviews, remote play, trading/marketpl
843.
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Rohansi
3y ago
Steamworks, the APIs available to all games on Steam, is packed with tons of features and services that aren't a CDN + forum. Anyone making games for Steam should make use of those to get the most out of their 30% in fees. The followin
844.
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Rohansi
3y ago
Just wanted to point out that Metal is another source of lock in from Apple. Although DirectX is Windows-only you can still use Vulkan natively.
845.
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Rohansi
3y ago
Apparently the level of security required for home screen web apps can only be met by Apple. Because nobody else can be trusted to isolate the data of different web apps from each other.
846.
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Rohansi
3y ago
Do you have a source for this? S&box used to use UE4 in the past but as soon as Source 2 became an option immediately jumped ship. There has been a ton of progress since then and I don't see why he would regret switching to Source
847.
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Rohansi
3y ago
S&box has rewritten many parts of the engine in C# at this point. Gets rid of lots of legacy code and makes this easier to change in the future. Using the scripting facilities built into Source 2 would have restricted what could be writ
848.
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Rohansi
3y ago
Unfortunately for mobile games iOS tends to be where the majority of the money is.
849.
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Rohansi
3y ago
Plastic SCM uses it
850.
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Rohansi
3y ago
I like the Custom Tabs feature. It avoids security concerns with web views and the back button works how you'd expect it to within a single app. If you want to open the page in your browser there is a button in its menu to open it in C
851.
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Rohansi
3y ago
No. Godot is way too big to target microcontrollers like the RP2040.
852.
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Rohansi
3y ago
I have a Model 3 and can unlatch/open the driver door from the app. There's no paid upgrade for that.
853.
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Rohansi
3y ago
"int" is not boxed but "Integer" is. You can't use primitive types like "int" inside generic type arguments so in that case you're forced into using the boxed integer type.
854.
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Rohansi
3y ago
> Are those 3D graphics? Not exactly but all hardware accelerated rendering today is done using the same APIs as 3D graphics. You would use OpenGL (or any other API) and basically render everything without the third dimension. There is n
855.
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Rohansi
3y ago
Oh, so you meant startup time for the runtime, JIT, etc. then. That's not exactly relevant to usage in game engines here because it is only done once. If you want to compare startup times you should be using .NET's AOT compilation
856.
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Rohansi
3y ago
Do you mean compiling the .NET runtime (CoreCLR) itself or AOT compiling C# code? Because I recently tried AOT compiled C# and that builds quickly. And you don't generally need to compile the .NET runtime when embedding it because you
857.
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Rohansi
3y ago
FYI Mono has been shipping Roslyn as its C# compiler for a few years now. Mono's C# compiler only fully supports up to C# 6 while Roslyn supports C# 12, the latest version. Mono shares a lot of code with .NET (Core) but is mostly limit
858.
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Rohansi
3y ago
Windows does have an ARM version. You can even run it on the Raspberry Pi 4. That article is just about Apple's hardware specifically.
859.
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Rohansi
3y ago
Yes, multiple Unity scenes can be loaded at the same time overlaying each other. Physics can optionally be local to a single scene too. You also don't need to parent objects to the camera for UI. Not sure how it used to be in the past.
860.
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Rohansi
3y ago
> how can you have one runtime that is multi-threaded and one runtime that is not, and expect to be able to seamlessly interchange them? That works fine for C#. When writing UI applications all async code started from the UI thread will
861.
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Rohansi
3y ago
S&box is still in progress and using C# but it is now using the Source 2 engine instead. You can actually get invoted to it on Steam and play/build games for it now too. It previously used UE4 and C# integration was all working wit
862.
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Rohansi
3y ago
Can't confirm but since it's running in a VM it could easily just time out and abort.
863.
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Rohansi
3y ago
I believe the situation with this has improved. Before EAS you needed to target one of the more recent SDK versions or you wouldn't be able to build using their services. However, if your app is new (or upgraded) enough to use EAS now
864.
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Rohansi
3y ago
Ejecting is no longer required with EAS (Expo Application Services) build. You can bring in your own native dependencies and still use Expo without ejecting. I use it for the Rust (video game) companion app, using the stock libraries bundle
865.
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Rohansi
4y ago
It's an engine written in C++ (not Unreal) that we've added C# scripting to. So it's in the same kind of situation as Unity where their engine calls from C# land need to be marshaled into calls to native code and back, which
866.
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Rohansi
4y ago
As a developer on one of larger Unity games - yes, there are paint points elsewhere. There are many pain points. The poor performance of Mono/IL2CPP is a significant one for us. We have a different game built on .NET (Core) and perform
867.
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Rohansi
9y ago
There is nothing preventing these GUI frameworks from working on .NET Core. They might need some work to support it but its entirely possible. https://github.com/AvaloniaUI/Avalonia
868.
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Rohansi
9y ago
Is running dev tools (compilers etc) on production servers a thing? I have always built on my machine (or build server) and then deployed to production.
869.
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Rohansi
11y ago
Because someone already did that. https://github.com/Wox-launcher/Wox
870.
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Rohansi
11y ago
Chrome has an icon for this in the address bar. The only problem with this solution is you lose control of which elements you want to allow.
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