magic_lobster_party

joined 10 months ago
[–] magic_lobster_party@fedia.io 1 points 8 hours ago

Static lifetimes confused me when I started learning rust. The error message guides the developer to the wrong direction.

It took me a while to realize that just using Arc is sufficient in most of those cases.

[–] magic_lobster_party@fedia.io 7 points 15 hours ago

They have made it very clear that they don’t want any contact. Enough many people have been killed in attempts to get contact with the tribe. I think the ethical thing to do is to respect their wishes and leave them alone.

[–] magic_lobster_party@fedia.io 19 points 1 day ago (1 children)

I think the problem is that many introductory examples use unwrap, so many beginner programmers don’t get exposed to alternatives like unwrap_or and the likes.

[–] magic_lobster_party@fedia.io 16 points 1 day ago (4 children)

I’m a OOP programmer.

I wrap everything within Arc<Mutex<>>.

I’m a happy dev.

[–] magic_lobster_party@fedia.io 10 points 2 days ago (1 children)

This is why I rarely use AI for coding. How to put my thoughts into code is not my main concern. My main concern is that another person should understand my thoughts when reading the code.

[–] magic_lobster_party@fedia.io 25 points 3 days ago

”Premium”

[–] magic_lobster_party@fedia.io 3 points 4 days ago (3 children)

All hope lies in Gloomwood then

[–] magic_lobster_party@fedia.io 1 points 4 days ago (1 children)

Yes, but it’s still a major challenge.

I’m responding to the claim that ”It's not a challenge” and that the game developers can just ”release the server for free”. It might be doable, but not easy. Especially when there’s a lot of time pressure involved.

[–] magic_lobster_party@fedia.io 3 points 4 days ago (3 children)

I’ve been involved in creating an on-premise version of a cloud server. We decided the best approach was just to make it a separate thing with barebones functionality. Just ensuring the client side software could connect to this on-premise solution without crashing was hard work enough.

The thing is that making an on-premise product takes deliberate effort. It’s rarely ”just ship an exe file” (or even ”just ship a docker compose file”)

I believe if this is passed game studios will resort to the same approach my team did - just ship a barebones version of the server side software.

[–] magic_lobster_party@fedia.io 1 points 4 days ago (1 children)

They probably don’t test the entire server architecture locally. Maybe only a fragment of it, with the rest of the environment either mocked, or against a shared dev environment hosted in the cloud.

[–] magic_lobster_party@fedia.io 9 points 4 days ago (3 children)

Server side software is rarely ”just an exe”. It involves databases, cron jobs, message queuing, and other internal tooling or cloud infrastructure. All of these must be in place properly for the software to function.

[–] magic_lobster_party@fedia.io 5 points 4 days ago (5 children)

I’m just reacting to the idea that ”releasing server side software for free” is trivial. It’s not. It requires deliberate effort from the engineers.

I’m speaking from experience maintaining server side software. I haven’t watched Pirate Software.

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