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Joined 2 years ago
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Cake day: November 20th, 2024

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  • The interop languages (things that compile to C/C++/JS) can break the typical dilemma of inefficient-but-easy (interpreted) vs. difficult-but-fast (compiled, required low-level). Difference being lots of syntax options (Syntactic sugar, UFCS) and the compiler able to handle low-level stuff combined with leaning on a library (be it the standard library, Godot/Raylib bindings, or some fantasy console like WASM-4) it can look/feel like scripting, aside from handling types which is a safety/performance thing anyhow.

    At least that is my experience with Nim-lang, which makes much more sense to me than other newer languages (particularly ones with a higher learning curve). Some of that might just be preference though, like how Zig has C-like syntax and Nim uses whitespace.

    A specific example of flexibility, Nim has a subset called nimscript that can be used for interpreted code. This is what’s used for a Godot project called Enu that has in-game scripting (simple DSL, hot-code reloading) for block placement, entity behavior, and color usage.







  • Yeah, size and weight aside I feel like the CRTs I’ve used in the past weren’t close to the quality of the ones people show on ‘CRTs are amazing’ videos.

    I have no idea if it actually works for pixel effects, but the only CRT filter I like is triangular filter (offset rows gives honeycomb-ish pattern rather than lines/screen-door effect). Which would likely also make finding a CRT I actually like harder too.

    EDIT: And I could take-or-leave the filter still (except for when it clashes with CRT effects in games), though I do like what it does for 2D (UI elements and pre-rendered stuff) plus toning down the brightness on full-white screens (like intros/logos especially).





  • Real time poly animations.

    Just want to post this: This page allows to playback some cutscenes (higher-res than Genisis)

    Not perfect, though I imagine it’s probably a fault of being designed 1:1*. Perhaps there is a better version (allowing modern res), though the Steam version uses an upscale filter instead (maybe because the maps aren’t polygonal?). Another World seems to have a better treatment (though Steam says 800MB, so not sure if they rastered it or if they just made the audio uncompressed).

    * For a similar problem, some people (One being ‘Old Man Yells at Code’ on YT) have made newer videos about how classic Sierra games were actually polygons (…at least lines/fill) but don’t always properly connect when rendered at higher res (and attempts to re-interpret the data).


  • I’ve always wondered for compiled languages, but I’d imagine you’d need some sort of Linux compatibility.

    It might be easier if you get more limited/creative, off the top of my head I suspect using something like TIC-80 might be viable. Doesn’t quite interest me and I don’t even have wired keyboard capability (not just keys, I don’t think I could do much of anything at any appreciable speed/reliability on a virtual keyboard).



  • Personally, I’d like to see technology go for a more symbiotic route. An extension of humans… but not copies, not AI, not always-online/proprietary etc.

    Give me more stable microbiomes, more enzymes and similar synthesis, extend my nervous system with other types of life (extract pollution from trees for fun and profit). They will be part of me, I will treat them better than how many treat their livers. I could even probably play DOOM without training!