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For me, asking “what else can I see?” has been useful. Some of my favorite works of art show me new things every time I look. Garry Winogrand’s 1964 is my favorite book of all time, I’ve gone through it dozens of times and always find a new photo to appreciate.

I also find it helpful to avoid labeling art as “bad” and instead say “I do not yet understand this work, but someday I might”. I didn’t get that Winogrand book at first, had I written it off I would have missed out. I still don’t get Cy Twombly, but I hope to figure his paintings out someday.

The more art you look at, the better you get at looking at art!


An example of modern ratings being oddly strict: Öoo is rated T by the ESRB[1]. It’s laughable that a nonviolent puzzle platformer about a caterpillar is less age appropriate than Breath of the Wild, which is rated E10+[2] despite also having bombs and a lot more violence.

If Öoo is rated T, should games staring Donald Duck be rated 18+ because he doesn’t wear pants and would be showing his crotch to children?

[1]: https://www.nintendo.com/en-ca/store/products/ooo-switch/

[2]: https://www.nintendo.com/us/store/products/the-legend-of-zel...


I wonder if it's because it got labeled "Mild Violence" whereas the violence in LoZ is considered "Fantasy Violence."

Maybe Mild Violence is more commonly applied to more real world violence and therefore scores higher in rating considerations or something. Because that's the only way I can make sense of that labelling.


Maybe Nintendo engaged in more back and forth with the ratings board to negotiate a low rating for Zelda, and the indie dev just accepted what they got?

Genuinely puzzling for sure


I think this is exactly what happened.


Some engines nicely support Mac out of the box. I’m making a party fighter in LOVE2D and am having a good time developing and playing on Mac (cross platform online play is working well too, my friends are all Windows).

Maybe Unity or Godot also offer this benefit? If so then Mac gaming could become much better supported, at least from indies!


I would love to see all of these come to LuaJIT (and love2d to support the new version too). It’s nice that Lua is simple, the syntax changes should hopefully make Lua code even simpler to read too


> It’s nice that Lua is simple, the syntax changes should hopefully make Lua code even simpler to read too

But which Lua?

Lua as implemented by LuaJIT is a fork of the language at this point. It's not fully compatible with PUC Lua (the reference implementation) and LuaJIT does not support features from the latest Lua version.


> Lua as implemented by LuaJIT is a fork of the language at this point.

Lua is strange. Lua 5.2 was more of a "fork of the language" than LuaJIT, at the time. 5.3 and 5.4 (especially the latter) changed even more. Lua looks like a family of languages, and it seems to be by design. It probably makes sense in the "embedded scripting" space. Lua is not really meant to be (though it obviously is, if you want) a general-purpose language. It's meant for extending other apps, and scripting engines have different requirements than other language implementations: basically, hardcore backward compatibility. But it's impossible to evolve the language and innovate in its design if you commit to that. This is still an academic project, so hardcore backward compatibility is unlikely to be something the authors would value. Hence, the mixed model - every major version is a new "take" on the language. You're expected to pick a version when you first need a scripting engine, and then sit on that version until the end of time. Meanwhile, PUC releases new versions of Lua, and new projects pick those newer versions (and then sit on them forever).

It looks strange, and it has important downsides (a fragmented ecosystem, huge PITA when trying to write portable libraries, so fewer libraries in general, etc.), but it does seem to work in that Lua still exists and, project after project (not within a single project), it continues evolving.


LuaJIT of course.


Hi! A few years back I quit the industry and moved out of NYC. My goal is to live a humble life of subsistence. I’ve been told repeatedly by pretty much everyone in my life that I don’t actually want this, but the more active steps I take toward living alone in the woods, the happier I feel. I don’t deny extreme tradeoffs are required, but I grow more convinced that those tradeoffs are personally correct for me.

Perhaps not a common perspective (especially among NYC residents, city life offers a very different tradeoff), but just wanted to share that a real person does wish to be a “farmer” of sorts.


Good for you! That’s awesome, I hope it ends up being as fulfilling as you anticipate!

Also for the record, the vast majority of my social circle is outside NYC, mainly in the western part of the US.


A goofy skater’s head faces right, over their shoulder, and body faces left, relative to their forward movement.

Orientations are so confusing, I thought the parent was describing regular too


What modifications did you make to help with gamedev?


Async stuff, vector math (vector value type) and special let-style forms for pushing/popping render states. For example, if I want a drop shadow, I can do (vfx/drop-shadow [settings] ...) and a drop shadow effect will be applied to what is rendered within that scope. Also GC that works well with game style allocations where most of the allocations are dropped every frame.


Valve and Panic should be models for software companies


I’ve found that sometimes p2p connections will have large lag spikes when communicating across the country (and on WiFi networks, that’s likely the true culprit).

I would see rare bursts of packet delay for ~1 second, that would quickly resolve. In a rollback game where inputs are predicted well, often times this would be unnoticeable.

I send up to 2s worth of input history every frame to handle these lag spikes. I also confirm inputs received, so in practice usually players are only sending a handful of recent unconfirmed inputs (with the 2s buffer available if unconfirmed inputs pile up due to lag).

My guess is their 2s window is for similar reasons, as buffer for rare connection issues. Even if lag spikes are incredibly rare, they need to be handled for a reliable player experience


I have a lot of respect and admiration for Panic, they make good quality software, made the Playdate (which hopefully has turned a profit, “spiritually” it seems like a huge win), and publish really cool games. It would make me happy to see more software companies follow that lead

I am working on a game myself, maybe I should reach out to see if it’s something Panic might be interested in publishing…


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