popcar2

joined 2 years ago
MODERATOR OF
[–] popcar2 9 points 19 hours ago

Been seeing this more and more lately. It's a shame we need such a nuclear solution, but it works reliably well. It takes a second or two to be redirected to the site you're visiting.

[–] popcar2 4 points 1 week ago (1 children)

That should work fine, but make sure to get rid of the first few lines in the text file since they're headers for ublacklist.

[–] popcar2 71 points 1 week ago (5 children)

That's partially why I made a blocklist of SEO/AI spam websites. EaseUS and partition manager were some of the first websites I blocked!

[–] popcar2 38 points 1 week ago (1 children)

That's... Kind of insane! I've been following Bitcraft every now since it got announced but I never expected them to go to this direction. The blog post makes sense but I'm curious what license they're going to use. It could be a legal minefield to try and stop people from stealing the game, re-branding it, then profiting off of it.

It'll be really curious to see how this plays out because there isn't really any major games that went open source, much less one that's going to be actively monetized like Bitcraft.

Our focus will be on a smooth and successful Early Access launch on Steam, which is our highest priority. Only once we are happy with the state of the game will we start the process of open sourcing BitCraft.

Anyway, it sounds like open-sourcing the game might take a while. I hope early access works out for them.

[–] popcar2 1 points 3 weeks ago (1 children)

Isn't Pangora dead? It hasn't been updated in a year.

[–] popcar2 1 points 3 weeks ago

Don't submit AI generated content to this community. Next time will be a ban.

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submitted 1 month ago by popcar2 to c/godot
 

What a gorgeous demo page!

[–] popcar2 7 points 1 month ago

Yup. I asked around in chat and we're 99% sure it's a joke. They don't actually have a team big enough to transition to a whole new engine.

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submitted 1 month ago by popcar2 to c/godot
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submitted 1 month ago by popcar2 to c/godot
[–] popcar2 34 points 1 month ago (9 children)

The project is for making unofficial drivers for Apple's chips, which very few people are trying to do. Without Asahi, you can't run Linux on Macbooks.

 

For personal reasons, I no longer feel safe working on Linux GPU drivers or the Linux graphics ecosystem. I've paused work on Apple GPU drivers indefinitely.

I can't share any more information at this time, so please don't ask for more details. Thank you.

If you think you know what happened or the context, you probably don't. Please don't make assumptions. Thank you.

I'm safe physically, but I'll be taking some time off in general to focus on my health.

Well that's sudden.

[–] popcar2 3 points 1 month ago (1 children)

If your goal is to cash in on the blog, your best bet aside from ads is to look for sponsorship opportunities. You can look into services that align with your user's interests and contact them to set up affiliate links for you (like how any decently-popular YouTube channel has a sponsored segment).

This can be in the form of an ad in the header/footer of your blog, an ad shown on the side of the screen, or affiliate links you put in your posts. If you're going to casually recommend your affiliates, I think you're legally required to add a disclaimer that it's an ad, lots of blogs do this in a small text at the top of the post.

Taking a quick look at your blog, you can probably start shooting emails to popular vpn providers and ask if they're interested in getting sponsored here.

[–] popcar2 8 points 1 month ago (1 children)

You can create a Group for the planet then check in your code if that's what the area is touching. Ex: if body.is_in_group("planet"): #do something

[–] popcar2 9 points 1 month ago (3 children)

Sounds like you misconfigured your layers and masks. The collision mask determines which layers it can touch, so it sounds like you have the earth Rigidbody on layer 1 and are trying to detect the body.

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submitted 1 month ago by popcar2 to c/godot
 

This was a fun one. Here's my newest post on how to dramatically reduce Godot's build size.

Some sacrifices were made... But the end result is a Godot project that works exactly the same, albeit with slightly worse performance. Hope this can help others in achieving tiny build sizes!

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submitted 2 months ago by popcar2 to c/godot
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submitted 2 months ago by popcar2 to c/godot
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My Thoughts on the Zen Browser (popcar.bearblog.dev)
submitted 2 months ago by popcar2 to c/[email protected]
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