anlumo

joined 1 year ago
[–] [email protected] 5 points 4 months ago

Game design and gameplay is part of the source. All the balancing etc. to make it a fun experience. Most of the numbers don’t show up in the UI, so they'd either have reverse engineer it or reconstruct it somehow through months of game testing.

[–] [email protected] -3 points 4 months ago (1 children)

Yeah in theory people could buy your GPL/AGPL app from you, but they could also get it legally for free from anybody else who has bought it. Guess which way will dominate.

[–] [email protected] 2 points 4 months ago

Depends on your point of view. Legally it definitely is, because the LGPL stipulates that nobody is allowed to attach any restrictions on to the code above the things the LGPL restricts itself. This makes it impossible to combine with the App Store, because that store adds additional restrictions.

[–] [email protected] 5 points 4 months ago

Only if they have a 100% tax rate, which I doubt.

[–] [email protected] 12 points 4 months ago (11 children)

I can tell you that I wouldn’t invest my time in developing a game if there’s no chance of selling it in the first place due to the license requirements of a third party package.

[–] [email protected] 5 points 4 months ago (2 children)

The LGPL is inherently incompatible with anything on Apple's App Store, so if there’s a chance that I might want to publish it there I can’t touch anything-GPL.

[–] [email protected] 1 points 4 months ago (1 children)

I just checked again, and apparently they finally added some documentation since I last checked. The section about the macro stuff just used to say “look at the examples”.

[–] [email protected] 2 points 4 months ago

Apple used to be that way, but they too got caught in the enshittification cycle.

It’s just too easy to build up a brand and then sell cheap shit for big money.

[–] [email protected] 1 points 4 months ago (1 children)

Ist das klug? Damit würde die AfD noch mehr von Russland abhängig werden.

[–] [email protected] 12 points 4 months ago (6 children)

clap and bevy are big offenders there. It's really hard to learn how to use them due to this.

[–] [email protected] 12 points 5 months ago

There’s the saying that software development is one of the few crafts where the craftspeople also create the tools for themselves.

[–] [email protected] 0 points 5 months ago

OP is talking about a different kind of skill issue than the article. The article is about skill issues in writing Rust code, while OP is about skill issues in choosing the right technology for the right task.

Not picking Rust for code that has to be prototyped quickly and iterated a lot is kinda obvious. The solution would be to use Rust for the core engine where the requirements are clear and something else (lua? Python?) for the gameplay code. Even the engine the author wants to switch to does the same with with the divide between C++ and C#.

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