KindaABigDyl

joined 1 year ago
[–] KindaABigDyl 6 points 1 year ago* (last edited 1 year ago)

I use Markdown (very rarely LaTeX too) in Neovim, and LibreOffice for anything I can't do in Markdown.

Sometimes I'll start up the MarkdownPreview plugin I have, but typically I don't.

If I need to share it, I'll typically convert to PDF with pandoc or a random tool online if I can't get pandoc to work the way I want it.

[–] KindaABigDyl 65 points 1 year ago (1 children)

It could be the devs just like programming in Rust. It's a nice language lol

[–] KindaABigDyl 7 points 1 year ago

In BotW, stamina bc nothing can really kill you early game, but there are some steep places you'll wanna get

In TotK, hearts bc with the slight overworld adjustments, you can get pretty much everywhere with 1 wheel now and even basic mobs can one hit you at the start

[–] KindaABigDyl 3 points 1 year ago

I believe Pop_OS! uses Flatpaks not Snaps

[–] KindaABigDyl 16 points 1 year ago* (last edited 1 year ago)

I feel it's caused by two things:

  • In industry, most people do more reading than writing, so you see a lot of other people's mistakes and have to fix them rather than your own. You don't make enough code to feel humbled.
  • Out of industry, there's often a vacuum. You code one way and make a thing and you're proud of it. You never hear criticism, and you're defensive of your abilities. This could be programmers who are new or just out of college or do it as a side to their main job. You don't share code enough with people to learn better ways and be humbled. Good enough is enough to be proud of.

There's an in between state that can open up the door to humility. Maybe a person who works at a company and thus deals with customers, non-programmers, and a team but still works on open source and in their free time build lots of side-projects and open sources them. You're making enough code and putting it out there enough to really receive good criticism. Those people would be more likely to be humble I suppose

[–] KindaABigDyl 3 points 1 year ago
[–] KindaABigDyl 3 points 1 year ago* (last edited 1 year ago)

I find that for myself a huge thing is extensive planning.

It's easy to be doing something and realize oh I need this and that and then you dig more and more and suddenly scope creep hits and oh man there's too much now, let me take a break and then never come back.

Sit down with some paper or a tablet and draw out every detail of the game. Explain every mechanic, every state machine, every object placement. If you can design a tightly nit system and all the specific tasks it takes to get there before you jump in, it'll be easy to implement, you'll do it quicker, and you won't feel burned out.

[–] KindaABigDyl 1 points 1 year ago

Super Tux Kart

Better than Mario Kart

[–] KindaABigDyl 3 points 1 year ago (1 children)

Isn't nix source-based thought? I don't want to compile all my software.

[–] KindaABigDyl 2 points 1 year ago

Fish? Just a betta

All creatures in the tank? There are also two assassin snails (there were bladder snails too originally, but well...)

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