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Search - "to open or to close? that is the question."
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Should I Close-Source my project?
I have been working on a Desktop/hacking simulator game and up until now the project has been Open-Source. I'm at a point now where I haven't gone too far to turn back.
Last night I got to thinking about my game, and what I want to do in the future. The game will always remain Free, but I might sell it to another company later down the line, something I can't do if I stay Open. I want to makea good game. And I don't want to do it for money (because that has never worked out for me in the past) but I want to *be able* to make money if I wanted to. I mean, I have been told by several developers that my game will be "ground breaking/a worldwide phenomenon/a Minecraft competitor" while being Open is one of my main selling points, besides populatity, what do I have to gain? I said I don't want to develop for money (mainly because the pressure gets to me) but I'm so poor I'm almost literally starving. I make $3/mo from Patreon and survive from donation from relatives. I feel like I need this. But I also feel selfish. Information should be free, ya know?
Idk.. This started serious and turned into a ramble.. Guess that's what this app is all about.
Leave your opinions below.25 -
> Worst work culture you've experienced?
It's a tie between my first to employers.
First: A career's dead end.
Bosses hardly ever said the truth, suger-coated everything and told you just about anything to get what they wanted. E.g. a coworker of mine was sent on a business trip to another company. They had told him this is his big chance! He'd attend a project kick-off meeting, maybe become its lead permanently. When he got there, the other company was like "So you're the temporary first-level supporter? Great! Here's your headset".
And well, devs were worth nothing anyway. For every dev there were 2-3 "consultants" that wrote detailed specifications, including SQL statements and pseudocode. The dev's job was just to translate that to working code. Except for the two highest senior devs, who had perfect job security. They had cooked up a custom Ant-based build system, had forked several high-profile Java projects (e.g. Hibernate) and their code was purposely cryptic and convoluted.
You had no chance to make changes to their projects without involuntarily breaking half of it. And then you'd have to beg for a bit of their time. And doing something they didn't like? Forget it. After I suggested to introduce automated testing I was treated like a heretic. Well of course, that would have threatened their job security. Even managers had no power against them. If these two would quit half a dozen projects would simply be dead.
And finally, the pecking order. Juniors, like me back then, didn't get taught shit. We were just there for the work the seniors didn't want to do. When one of the senior devs had implemented a patch on the master branch, it was the junior's job to apply it to the other branches.
Second: A massive sweatshop, almost like a real-life caricature.
It was a big corporation. Managers acted like kings, always taking the best for themselves while leaving crumbs for the plebs (=devs, operators, etc). They had the spacious single offices, we had the open plan (so awesome for communication and teamwork! synergy effects!). When they got bored, they left meetings just like that. We... well don't even think about being late.
And of course most managers followed the "kiss up, kick down" principle. Boy, was I getting kicked because I dared to question a decision of my boss. He made my life so hard I got sick for a month, being close to burnout. The best part? I gave notice a month later, and _he_still_was_surprised_!
Plebs weren't allowed anything below perfection, bosses on the other hand... so, I got yelled at by some manager. Twice. For essentially nothing, things just bruised his fragile ego. My bosses response? "Oh he's just human". No, the plebs was expected to obey the powers that be. Something you didn't like? That just means your attitude needs adjustment. Like with the open plan offices: I criticized the noise and distraction. Well that's just my _opinion_, right? Anyone else is happily enjoying it! Why can't I just be like the others? And most people really had given up, working like on a production line.
The company itself, while big, was a big ball of small, isolated groups, sticking together by office politics. In your software you'd need to call a service made by a different team, sooner or later. Not documented, noone was ever willing to help. To actually get help, you needed to get your boss to talk to their boss. Then you'd have a chance at all.
Oh, and the red tape. Say you needed a simple cable. You know, like those for $2 on Amazon. You'd open a support ticket and a week later everyone involved had signed it off. Probably. Like your boss, the support's boss, the internal IT services' boss, and maybe some other poor sap who felt important. Or maybe not, because the justification for needing that cable wasn't specific enough. I mean, just imagine the potential damage if our employees owned a cable they shouldn't!
You know, after these two employers I actually needed therapy. Looking back now, hooooly shit... that's why I can't repeat often enough that we devs put up with way too much bullshit.3 -
Everyone and their dog is making a game, so why can't I?
1. open world (check)
2. taking inspiration from metro and fallout (check)
3. on a map roughly the size of the u.s. (check)
So I thought what I'd do is pretend to be one of those deaf mutes. While also pretending to be a programmer. Sometimes you make believe
so hard that it comes true apparently.
For the main map I thought I'd automate laying down the base map before hand tweaking it. It's been a bit of a slog. Roughly 1 pixel per mile. (okay, 1973 by 1067). The u.s. is 3.1 million miles, this would work out to 2.1 million miles instead. Eh.
Wrote the script to filter out all the ocean pixels, based on the elevation map, and output the difference. Still had to edit around the shoreline but it sped things up a lot. Just attached the elevation map, because the actual one is an ugly cluster of death magenta to represent the ocean.
Consequence of filtering is, the shoreline is messy and not entirely representative of the u.s.
The preprocessing step also added a lot of in-land 'lakes' that don't exist in some areas, like death valley. Already expected that.
But the plus side is I now have map layers for both elevation and ecology biomes. Aligning them close enough so that the heightmap wasn't displaced, and didn't cut off the shoreline in the ecology layer (at export), was a royal pain, and as super finicky. But thankfully thats done.
Next step is to go through the ecology map, copy each key color, and write down the biome id, courtesy of the 2017 ecoregions project.
From there, I write down the primary landscape features (water, plants, trees, terrain roughness, etc), anything easy to convey.
Main thing I'm interested in is tree types, because those, as tiles, convey a lot more information about the hex terrain than anything else.
Once the biomes are marked, and the tree types are written, the next step is to assign a tile to each tree type, and each density level of mountains (flat, hills, mountains, snowcapped peaks, etc).
The reference ids, colors, and numbers on the map will simplify the process.
After that, I'll write an exporter with python, and dump to csv or another format.
Next steps are laying out the instances in the level editor, that'll act as the tiles in question.
Theres a few naive approaches:
Spawn all the relevant instances at startup, and load the corresponding tiles.
Or setup chunks of instances, enough to cover the camera, and a buffer surrounding the camera. As the camera moves, reconfigure the instances to match the streamed in tile data.
Instances here make sense, because if theres any simulation going on (and I'd like there to be), they can detect in event code, when they are in the invisible buffer around the camera but not yet visible, and be activated by the camera, or deactive themselves after leaving the camera and buffer's area.
The alternative is to let a global controller stream the data in, as a series of tile IDs, corresponding to the various tile sprites, and code global interaction like tile picking into a single event, which seems unwieldy and not at all manageable. I can see it turning into a giant switch case already.
So instances it is.
Actually, if I do 16^2 pixel chunks, it only works out to 124x68 chunks in all. A few thousand, mostly inactive chunks is pretty trivial, and simplifies spawning and serializing/deserializing.
All of this doesn't account for
* putting lakes back in that aren't present
* lots of islands and parts of shores that would typically have bays and parts that jut out, need reworked.
* great lakes need refinement and corrections
* elevation key map too blocky. Need a higher resolution one while reducing color count
This can be solved by introducing some noise into the elevations, varying say, within one standard div.
* mountains will still require refinement to individual state geography. Thats for later on
* shoreline is too smooth, and needs to be less straight-line and less blocky. less corners.
* rivers need added, not just large ones but smaller ones too
* available tree assets need to be matched, as best and fully as possible, to types of trees represented in biome data, so that even if I don't have an exact match, I can still place *something* thats native or looks close enough to what you would expect in a given biome.
Ponderosa pines vs white pines for example.
This also doesn't account for 1. major and minor roads, 2. artificial and natural attractions, 3. other major features people in any given state are familiar with. 4. named places, 5. infrastructure, 6. cities and buildings and towns.
Also I'm pretty sure I cut off part of florida.
Woops, sorry everglades.
Guess I'll just make it a death-zone from nuclear fallout.
Take that gators!5 -
Github 101 (many of these things pertain to other places, but Github is what I'll focus on)
- Even the best still get their shit closed - PRs, issues, whatever. It's a part of the process; learn from it and move on.
- Not every maintainer is nice. Not every maintainer wants X feature. Not every maintainer will give you the time of day. You will never change this, so don't take it personally.
- Asking questions is okay. The trackers aren't just for bug reports/feature requests/PRs. Some maintainers will point you toward StackOverflow but that's usually code for "I don't have time to help you", not "you did something wrong".
- If you open an issue (or ask a question) and it receives a response and then it's closed, don't be upset - that's just how that works. An open issue means something actionable can still happen. If your question has been answered or issue has been resolved, the issue being closed helps maintainers keep things un-cluttered. It's not a middle finger to the face.
- Further, on especially noisy or popular repositories, locking the issue might happen when it's closed. Again, while it might feel like it, it's not a middle finger. It just prevents certain types of wrongdoing from the less... courteous or common-sense-having users.
- Never assume anything about who you're talking to, ever. Even recently, I made this mistake when correcting someone about calling what I thought was "powerpc" just "power". I told them "hey, it's called powerpc by the way" and they (kindly) let me know it's "power" and why, and also that they're on the Power team. Needless to say, they had the authority in that situation. Some people aren't as nice, but the best way to avoid heated discussion is....
- ... don't assume malice. Often I've come across what I perceived to be a rude or pushy comment. Sometimes, it feels as though the person is demanding something. As a native English speaker, I naturally tried to read between the lines as English speakers love to tuck away hidden meanings and emotions into finely crafted sentences. However, in many cases, it turns out that the other person didn't speak English well enough at all and that the easiest and most accurate way for them to convey something was bluntly and directly in English (since, of course, that's the easiest way). Cultures differ, priorities differ, patience tolerances differ. We're all people after all - so don't assume someone is being mean or is trying to start a fight. Insinuating such might actually make things worse.
- Please, PLEASE, search issues first before you open a new one. Explaining why one of my packages will not be re-written as an ESM module is almost muscle memory at this point.
- If you put in the effort, so will I (as a maintainer). Oftentimes, when you're opening an issue on a repository, the owner hasn't looked at the code in a while. If you give them a lot of hints as to how to solve a problem or answer your question, you're going to make them super, duper happy. Provide stack traces, reproduction cases, links to the source code - even open a PR if you can. I can respond to issues and approve PRs from anywhere, but can't always investigate an issue on a computer as readily. This is especially true when filing bugs - if you don't help me solve it, it simply won't be solved.
- [warning: controversial] Emojis dillute your content. It's not often I see it, but sometimes I see someone use emojis every few words to "accent" the word before it. It's annoying, counterproductive, and makes you look like an idiot. It also makes me want to help you way less.
- Github's code search is awful. If you're really looking for something, clone (--depth=1) the repository into /tmp or something and [rip]grep it yourself. Believe me, it will save you time looking for things that clearly exist but don't show up in the search results (or is buried behind an ocean of test files).
- Thanking a maintainer goes a very long way in making connections, especially when you're interacting somewhat heavily with a repository. It almost never happens and having talked with several very famous OSSers about this in the past it really makes our week when it happens. If you ever feel as though you're being noisy or anxious about interacting with a repository, remember that ending your comment with a quick "btw thanks for a cool repo, it's really helpful" always sets things off on a Good Note.
- If you open an issue or a PR, don't close it if it doesn't receive attention. It's really annoying, causes ambiguity in licensing, and doesn't solve anything. It also makes you look overdramatic. OSS is by and large supported by peoples' free time. Life gets in the way a LOT, especially right now, so it's not unusual for an issue (or even a PR) to go untouched for a few weeks, months, or (in some cases) a year or so. If it's urgent, fork :)
I'll leave it at that. I hear about a lot of people too anxious to contribute or interact on Github, but it really isn't so bad!4 -
I'm a fan of Linux, and have used many distros (arch, ubuntu, debian, fedora, mint, centos, rhl) and many desktop environments (KDE, Gnome, Cinnamon, xfce, Enlightenment) before asking this question.
But every single one of these desktop environments always have felt slow to respond in some cases, where I click something and it doesn't open/close immediately, or i double click something but it fails to open or select something. basically I'm not confident my actions on the GUI will have guaranteed, quick responses within reasonable time. I've never ever had this issue with Microsoft OSes (keeping aside the many badly coded softwares which hang or crash). I'm not talking about specific softwares, this is just general usage of opening settings and using the file manager, window menus.
I'm pretty sure my hardware is not the issue. I've run everything on the same rig. And this has always kept me from fully committing myself to a Linux distro. But I can never be sure about display drivers, as they're not identical. But the issues in Linux has been noted by me for many years. So I doubt it's the drivers either.
Is there anybody who agrees with me and know why Linux is the way it is like that, or is this just me facing this annoyance?13 -
YGGG IM SO CLOSE I CAN ALMOST TASTE IT.
Register allocation pretty much done: you can still juggle registers manually if you want, but you don't have to -- declaring a variable and using it as operand instead of a register is implicitly telling the compiler to handle it for you.
Whats more, spilling to stack is done automatically, keeping track of whether a value is or isnt required so its only done when absolutely necessary. And variables are handled differently depending on wheter they are input, output, or both, so we can eliminate making redundant copies in some cases.
Its a thing of beauty, defenestrating the difficult aspects of assembly, while still writting pure assembly... well, for the most part. There's some C-like sugar that's just too convenient for me not to include.
(x,y)=*F arg0,argN. This piece of shit is the distillation of my very profound meditations on fuckerous thoughtlessness, so let me break it down:
- (x,y)=; fuck you in the ass I can return as many values as I want. You dont need the parens if theres only a single return.
- *F args; some may have thought I was dereferencing a pointer but Im calling F and passing it arguments; the asterisk indicates I want to jump to a symbol rather than read its address or the value stored at it.
To the virtual machine, this is three instructions:
- bind x,y; overwrite these values with Fs output.
- pass arg0,argN; setup the damn parameters.
- call F; you know this one, so perform the deed.
Everything else is generated; these are macro-instructions with some logic attached to them, and theres a step in the compilation dedicated to walking the stupid program for the seventh fucking time that handles the expansion and optimization.
So whats left? Ah shit, classes. Disinfect and open wide mother fucker we're doing OOP without a condom.
Now, obviously, we have to sanitize a lot of what OOP stands for. In general, you can consider every textbook shit, so much so that wiping your ass with their pages would defeat the point of wiping your ass.
Lets say, for simplicity, that every program is a data transform (see: computation) broken down into a multitude of classes that represent the layout and quantity of memory required at different steps, plus the operations performed on said memory.
That is most if not all of the paradigm's merit right there. Everything else that I thought to have found use for was in the end nothing but deranged ways of deriving one thing from another. Telling you I want the size of this worth of space is such an act, and is indeed useful; telling you I want to utilize this as base for that when this itself cannot be directly used is theoretically a poorly worded and overly verbose bitch slap.
Plainly, fucktoys and abstract classes are a mistake, autocorrect these fucking misspelled testicle sax.
None of the remaining deeper lore, or rather sleazy fanfiction, that forms the larger cannon of object oriented as taught by my colleagues makes sufficient sense at this level for me to even consider dumping a steaming fat shit down it's execrable throat, and so I will spare you bearing witness to the inevitable forced coprophagia.
This is what we're left with: structures and procedures. Easy as gobblin pie.
Any F taking pointer-to-struc as it's first argument that is declared within the same namespace can be fetched by an instance of the structure in question. The sugar: x ->* F arg0,argN
Where ->* stands for failed abortion. No, the arrow by itself means fetch me a symbol; the asterisk wants to jump there. So fetch and do. We make it work for all symbols just to be dicks about it.
Anyway, invoking anything like this passes the caller to the callee. If you use the name of the struc rather than a pointer, you get it as a string. Because fuck you, I like Perl.
What else is there to discuss? My mind seems blank, but it is truly blank.
Allocating multitudes of structures, with same or different types, should be done in one go whenever possible. I know I want to do this, and I know whichever way we settle for has to be intuitive, else this entire project has failed.
So my version of new always takes an argument, dont you just love slurping diarrhea. If zero it means call malloc for this one, else it's an address where this instance is to be stored.
What's the big idea? Only the topmost instance in any given hierarchy will trigger an allocation. My compiler could easily perform this analysis because I am unemployed.
So where do you want it on the stack on the heap yyou want to reutilize any piece of ass, where buttocks stands for some adequately sized space in memory -- entirely within the realm of possibility. Furthermore, evicting shit you don't need and replacing it with something else.
Let me tell you, I will give your every object an allocator if you give the chance. I will -- nevermind. This is not for your orifices, porridges, oranges, morpheousness.
Walruses.16