I see. Either way there are some substantial improvements over fsync in some cases, so it should benefit Proton as well.
I see. Either way there are some substantial improvements over fsync in some cases, so it should benefit Proton as well.
I don’t think Proton has anything special going on in that regard actually. It’s got DXVK and all the other stuff built-in, but for the synchronization primitives I think it just uses fsync just like Wine does, so this might be interesting…
American culture is one of the few I’ve found to be actively “anti-knowledge”. It’s not just their educational system being bad, it’s a genuine cultural tendency of not just dismissing experts, but straight oit refusing to learn and snobbing those who do.
Every time I see someone write “sorry for my bad english” their writing is several times better than many of the native speakers I interact with on a daily basis.
I have no way of verifying this is real, but I wholeheartedly believe it.
To be fair, it’d definitely be justified…
No no, just sand. That’s what silicon is at conception, so you can only write on sand.
But sometimes it’s just what people need to get their shit together. People get too complacent sometimes, and when everyone has to deal with the consequences sometimes a little emphasis on how bad things are is necessary.
And I know much of it is not necessarily the fault of the devs, with management and deadlines preventing them from doing the best possible job, I myself was forced to release half broken updates a few times because of that, but they are not the only problem.
There’s a real problem in today’s programming culture with thinking that computers are so fast, any garbage code you write will be fast enough, or that you only need to optimize the hot path. Apply that philosophy throughout all your codebase, and suddenly there is no hot path, everything runs like shit. People should also actually learn how things work, not just frameworks, otherwise they won’t be able to make informed decisions about what they write.
Also stuff like “Clean Code” and other similarly dogmatic principles still permeate many of the codebases I see. Nigh implementable jungles of <10 lines long functions and OOP garbage that make working with everything a massive pain, other than making every function call virtual and thrashing performance. You need to maintain such a massive amount of context in your head just to figure out the flow of a particular piece of code, with the aid of a debugger because everything is done through abstract classes or interfaces, that even making the smallest change becomes a tedious and error prone task.
Also fuck dynamically typed languages. They suck, every single one of them.
No it just makes me even more frustrated. The amount of incompetence and neglect I see and have to deal with on a daily basis, even with software developed by multi-million dollar corporations, is astonishing.
Why is modern webdev such a clusterfuck? Why does VisualStudio take multiple seconds to open an empty project? Why does Nvidia’s control panel have multiple seconds long pauses to switch between settings categories or loading lists? Why does this game run like garbage on a 4090 when it has mostly static environments and the graphics aren’t even that good?
I could go on but I’d be here all day. All of those things, with the exception of webdev (because god there’s so much shit in there…), could be easily fixed* or should’ve never gotten that bad in the first place.
*Provided the entire architecture isn’t garbage, otherwise see the rest of the sentence…
Yeah but if the class changes you need to update everything, you got all that boilerplate taking up space for no real reason, etc…
The Rust way’s just a lot cleaner imo.
Very mature
Yours is a flawed, extremist view.
How impressive something is has nothing to do with whether or not its source is available. What, if they release it to the public it suddenly becomes impressive?
You can disagree with the method of distribution, but it doesn’t affect the quality of the game.
Piracy being a thing isn’t a strong argument for open sourcing everything, since the barrier of entry is higher than you may expect for non technical people, a barrier that would definitely be lower if any game was freely available and compilable by anyone. Someone will make a free, one click installer, guaranteed.
Now, can you charge for open source software? Definitely.
Will it generate significant revenue in most circumstances? No.
Open source software relies on two methods for funding:
The former isn’t something one can stably rely on, the latter just isn’t applicable to games.
Again, that model can work for some high profile projects, but in the vast majority of cases, it won’t. Especially not for games.
One can make works of passion and still want to be compensated, that’s what artists do and games are a form of art. You clearly never had to put food on the table with the art you make.
Your vision of everything being open source is a utopia. A noble idea, for sure, but reality is much more bleak.
Just open sourcing the actual engine wouldn’t do much. At best, you’d be able to make it work on newer hardware if problems arise, or port it to other OSs. Great stuff, but not enough when it comes to improving the game, preserving multiplayer, and so on.
There’s a great amount of scaffolding on top of the base engine that any moderately sized game implements, be it through scripting or native code. That’s what I meant by the line between the engine and the game being blurry. If you want to make meaningful changes to the game, you need access to that framework portion, but releasing it would allow for easy reverse engineering of everything else. It’s a difficult balance to achieve.
I could see that being a thing, but the line between the engine and the game itself is a bit blurry in this context. Copyrighting just the assets and content would often not be enough. There will always be a good chunk of game code which isn’t strictly part of the engine but under this model should remain closed source, otherwise people could just bring their own assets.
Frankly I’d be satisfied with companies open sourcing their games after they stop supporting and/or selling them, mostly for preservation and all that. I think that would be a great middle-ground.
Ah yes, closed source, such a dealbreaker, as if 99% of the other games weren’t.
Don’t get me wrong, I have nothing against open source games, it’s just not a viable monetization strategy for most projects, and people gotta eat. There’s reason why most open source games are either passion projects or old games that have been open sourced simply as an act of kindness towards the community since they generate pretty much no revenue.
I really wanna know where you get your language info and examples from because nearly every single one you wrote in your comments is just wrong.
Program state in Rust isn’t immutable. datastruct.nextState()
is not only possible, but perfectly reasonable, it’s exactly how iterators are implemented.
At least it has something to complain about, unlike Karens.
The fact that it can be used as a scripting language doesn’t mean it’s a scripting language. You could use C++ as a scripting language as well, but it would suck.
C# even supports native compilation nowadays, not just JIT, so it’s definitely not a lowly scripting language.
Anyways you’ve got options. Go may also be one of them if you want GC, I forgot to mention it.
Your comment shows you fundamentally do not understand how societal expectations and rejection affect people psychologically. If half the world was constantly trying to make your life hell, I bet your mental health wouldn’t be the best either.
It is far too common to point at depression or anxiety as the problem instead of a symptom of the actual problem.
But making that distinction would require critical thinking, a skill that, for someone calling other people “brainwashed idiots”, seems to be sorely lacking…