How do you type em-dash on a keyboard?
How do you type em-dash on a keyboard?
Minimalist fast native (not browser-based) code editor for Windows, Mac, Linux, BSD. Both a terminal TUI and a native-GUI version for each. First-class (ie. by same author) LSP package. Fully Lua-scriptable for needs beyond LSP. Succinct C & Lua code-base. FOSS, and matured & maintained ever since 2007. All the basic table stakes (syntax coloring, multi-select-and-edit etc).
Woulda skipped on Sublime back when, had I known about it then.
I'm most familiar with Unity so I'll speak on that. Unity itself offers the editor (can be configured), debugger, asset manager and visualizer all in the main client. Some people have built external tools on top of Unity for things like no-code game building but the vast majority of developers directly use Unity.
I think Godot is probably the most unique of the ones you listed in that it seems like the one you might can mix and match different tools together but I'm overall much less familiar with it.
But just my interpretation here =)
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Assuming local client-side caching, the total number of requests for that resource should be very small, probably one in the vast majority of cases.
On an unrelated note, it seems like CloudFront could very easily fix this by not returning the cf-ray header, or at least having an option for the customer to remove it. Although, it might still be possible to get that information based on timing information...
"For that server" is the other number-of-requests..
Generating a huge world is boring if you don't have interesting objects to put in that world. Interesting objects are meaningless unless they're connected to a story. Minecraft works because it's a sandbox for you to invent your own stories, so the infinite world ends up getting filled by the player. If any element feels repetitive, the whole game will. If you wanted a fully procedural game, you need to figure out how to procedurally generate all the different aspects: story, characters, enemies, places, objects. It's more work to do that well than to make a traditional game. So people going into procedural generation thinking it'll save them work are already destined to fail.
> Procedural generation can't be used as an excuse to do less work
> So people going into procedural generation thinking it'll save them work are already destined to fail
Consider the possibility that nobody really picks up proc-gen in the hopes they can laze out a RDR3 or such over the weekend.
Another thing is, this applies to indies and AAAs alike: while a big world has to have interesting unique things in it, by definition not every square meter can/should be chockful of another "interesting truly unique thing" because if the whole world is filled like that, it's just another kind of sameyness in that the novelty factor would wear out just as quickly once you're getting that there truly is true novelty in absolutely every little square meter, which kills the novelty sensation in a heartbeat. Novelty delights us in a backdrop of routineness, sameyness, same-old-same-old-ness. So in between interesting things, the thusly necessary slightly-"duller" in-between areas are to pace and prep and make one anticipate novelty "hopefully almost just around the corner". Ideally it's so spaced to appear just in time before the player resigns such hopes.
And so if you're going to have slightly-duller "filler areas" (and let me posit that any real-world say forest (in a biome one has traversed before), without the physical air and smells and winds (or friends/pets stringing along) is quickly "proc-gen dull-ish" within minutes — even in reality — or call it "meditative"/calming) — so again, if you're going to have slightly-duller "filler areas" just to connect and space apart the unique content things to good effect, then procedural placements/scatterings/variations are going to beat manual placement not just in "effort time" but because manual would swiftly look much more repetetive (being inevitably eventually effectively copy-paste driven) given the scale of environments under discussion, even if it would not take a human months of menial clickery.
Rockstar gets it right imho but their approach would also get your "many caves in Skyrim" right because they manifest little novel uniquenesses not in scattered objects or env textures/models but via lively interactive interludes, whether it's animals frolicking or chasing each other or attacking towards you or "random stranger" incidents etc. That's the right kind of "filler but not boring", nobody cares about the variety of the rocks, only noticing them if nothing seems to be happening.
Also of interest, hosting game assets is a whole other price category than just source code. =)
Last quarter I made a 20GB (when packaged) open-world 3rd-person game in Unreal, but the whole project folder itself was 160GB. That's basically "the source". All kinds of assets were dumped in there for experimentation & exploration & try-outs, and untangling that to strip down the project to only-what's-used-in-the-Level-file is not just not a one-click action as it should be, UE's weird reference tracking very quickly opines that everything depends on everything and nothing can be "just deleted". Would you host that whopper? I can imagine even Github wouldn't. (Haven't checked tbh — probably should have =) Because I wouldn't untangle that just to post "the source". Nobody even cares about the free downloadable ZIP (executable + content) for Linux and Windows that I made (mostly as a fun b-day gift to my bro, not per se for any other audience or any kind of adoption) and put on itch.io, who'd even care for "the source". Plus in this space it's never (at the indie level) Rocket Science, so whoever is in the coding game keeps it all home-grown self-engineered and tailored to size, and whoever isn't will forever try & fail to "plug-and-play with 3rd-party snippets".
Also of interest, many solo gamedevs or non-team creators without an artist at hand keep a vault of dear-to-their-heart pro-calibre high-quality game art assets that they may well have once received for free or very little money in the ever-coming-and-going gamedev-specific Humble Bundles, Epic / Unity / etc. store sales or freebie specials. They have thusly acquired a valid license for using them in their packaged games, but not to publish those assets' sources (if even included) with their work. Now some may stick religiously to Creative Commons / FOSS-licensed assets, but if Their Work is their chief & foremost priority rather than sporting-and-supporting "only certain types of licenses" out of some conviction — their works won't partake in your network.
This is not to rain on your parade or discourage your enthusiasm, just some things that come to mind, "to be accommodated" / considered in your pursuits. =)
I could be wrong here culturally tho... I've never been in Kathmandu.