brian

joined 2 years ago
[–] brian@programming.dev 2 points 10 hours ago

yeah, it's a setting in the official rpi imager nowadays

[–] brian@programming.dev 1 points 2 days ago

No, CI validates that the hooks or formatter ran, and fails if not. in theory it shouldn't ever fail but it's to catch the stuff that couldn't have passed the commit hook.

the hooks are easy to turn off and can be hard to get to reliably run (90% of the time they're fine, but all of the tools that run git commands sometimes do weird things), but they're a best effort kind of thing.

unit tests on precommit are a little annoying, especially when it takes that long. that's better suited to running in ci afterwards since there's no advantage to running before you commit. formatter takes like 200ms max for affected files? you won't notice, and it ends up as part of the one commit

[–] brian@programming.dev 2 points 2 days ago (2 children)

pre commit hook and ci task. even with common formatters like prettier I do that on anything somewhat large

[–] brian@programming.dev 3 points 1 week ago

are there not just 2 main libraries or so that all the compositions implement it via?

[–] brian@programming.dev 2 points 2 weeks ago

I'm so confused. this is neither helpful for a beginner nor correct for anyone.

[–] brian@programming.dev 3 points 2 weeks ago

there are more aggressive css "resets" that set the default display type to flex. there's no problem making anything a flexbox if it displays the way you want it to

[–] brian@programming.dev 1 points 2 weeks ago

objectively the one with the cult is a good recommendation for a beginner since there's a strong community making content, arguably the most important factor in choosing something

godot also has a lot of stuff baked in, so the community tends to use the built in solution for everything. you won't end up with one tutorial recommending a collision engine that makes assumptions that don't work with the other tutorial for different pathfinding or whatever. they all start with basically the same assumptions.

pygame is a little intimidating since you start with an empty file and a pygame import. there's no real enforced or even commonly followed structure beyond that. beginners can figure it out but it leaves a lot of architecture questions open for you so your tutorials probably won't line up well.

and I say all of that as someone who doesn't particularly enjoy godot, especially gdscript.

[–] brian@programming.dev 1 points 2 weeks ago

since you haven't said anything about type of game, if you want to start at the dead simple side and visual novels sound interesting maybe look at Ren'py?

visual novels have less going on than a big 3d game, so if you want an easy start from 0 it should be as close as you can get. python is straightforward if you don't have programming experience, but otherwise is really commonly used so gives a nice basis for whatever else you want to do.

ren'py also has gotten plenty of commercial use if you wanted to go further in that direction. most big name vn games use it.

[–] brian@programming.dev 2 points 2 weeks ago

yeah but you still basically end up duplicating the internal structure of the react component but in a css file then.

there's nothing definitive that makes one of those 3 options better, it's all preference. any of them fit better than global css though

[–] brian@programming.dev 1 points 2 weeks ago* (last edited 2 weeks ago) (2 children)

sure, but both of those are significantly better than a css file. tailwind tends to match the internal structure better, css in js tends to match the component structure better.

tailwind doesn't have a runtime though, where css in js libs generally do. not that that's a big point. the difference is mostly preference

[–] brian@programming.dev 1 points 2 weeks ago (4 children)

it matches the component model of react etc

[–] brian@programming.dev 6 points 3 weeks ago (3 children)

did you read their statement? they do.

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