Quot
The bug was around passing a slice to OpenGL which referenced memory outside of its lifetime. Since the memory location had no owner, vertices would still exist in Dev builds and everything would work fine, but in ReleaseSafe the application would run and just have nothing to render.
Since OpenGL was trying to read the memory, there was no panic from Zig, but it was a cool look into how the different build modes handle memory.
This is the commit where I fixed the issue: https://github.com/quot/donut/commit/8fff107e76278c4bf55007c...
I don't fully agree with the premise that they intentionally increase system prompts, but the enterprise plan usage is going to make that a huge income for Anthropic.
https://github.com/streetcomplete/StreetComplete/issues/5421
I love my Corne but I never use it any more because I have to switch to my laptop keyboard too often. I am still able to use an ergo keyboard layout on both, so even when I can't use an ergo keyboard, it is still very comfortable to type.
That is toggleable. Cmd+B on Mac. I usually keep it closed, but it's just a shortcut away when I need it.
> 4% (7 chars) of screen space permanently wasted by line numbers
You can disable that in the settings with:
"gutter": { "line_numbers": false }
> 2.7% (5 chars) of screen space taken up by a gutter
You can also disable the other items in the gutter to free up all of that space.
> So 27% of screen space effectively dead 99% of the time.
You can also press shift+esc at any time to toggle a fullscreen pane of whatever you are working on when you need more space without affecting your editor's state. I don't know the name of that action, I actually found that accidentally.
Edit: I forgot to mention, you can actually disable the tab bar now too if you want even more space. You would just need to rely on the tab switcher feature or file search to move around.
It looks like Wezterm even has preferences for how cursors are displayed.
https://wezfurlong.org/wezterm/config/lua/config/cursor_blin...
A terminal could do this, but there would need to be direct integration into Bash, ZSH, etc.
They are working on an iOS build, and I can't wait to start using it again.
https://github.com/streetcomplete/StreetComplete/
Edit: Also, OSM has a few wiki pages for editing software on different platforms.
- Android_apps_that_can_upload_changes_to_OSM - https://wiki.openstreetmap.org/wiki/Category:Android_apps_th...
- Android_apps_that_can_record_GPS_tracks - https://wiki.openstreetmap.org/wiki/Category:Android_apps_th...
- IOS_software - https://wiki.openstreetmap.org/wiki/Category:IOS_software
- Mobile_editors - https://wiki.openstreetmap.org/wiki/Category:Mobile_editors
It’s not perfect because some engines (like Godot) have export options to bundle games into a single executable that SteamDB can’t use for engine detection.
I would like to see that same breakdown for the much smaller games that barely pass the sales threshold. That is the main Unity audience. Vampire Survivors is a huge outlier that didn't even start using Unity until after it became a massive hit.
https://www.rockpapershotgun.com/vampire-survivors-makes-its...
https://bevyengine.org/assets/#physics
Forgetting about extensions, though, I see your point and almost agree, but Godot has shown that they will put in the work to improve their project, even if that means removing features like they did with visual scripting. Their physics engine will definitely be rough at first, but based on their past work, I believe they are willing and able to maintain it.
The tweet you linked is promoting their newest product, so of course it's marketing it as something fantastic. FPGA emulation isn't a miracle, but it does provide some benefits over software emulation. I find it hard to believe that people would be misled into thinking this is some scholarly source of information.
Aseprite: https://github.com/aseprite/aseprite Onivim: https://v2.onivim.io/ Ardour: https://ardour.org/
Of course, I don't know how successful each of those projects are, but they seem to be successful enough to continue development.
They never abandoned the game. It was a two person team (husband and wife), and both devs worked full time jobs while making CW. After the initial alpha release, CW got a ton of attention and became a DDoS target, which triggered some mental issues in the lead dev.[1] They went dark after that for a long time (probably because everything new was usually posted by this lead dev).
The silent mystery with the game just built up even more hype over six years until the full game finally released, and the massive attention and disaster seemed to happen all over again. Every post about the game complained about the new design decisions with leveling. The lead dev seemed to think this was the best version of the game (based on his comments in his blog) and he seems to not have taken the criticism well, leading to him going dark again.
I wish he would have taken the hits and continued with the game, but if it's affecting his mental health in this way, he is probably better off abandoning it. I hope he gets better and I am still looking forward to anything he and his wife make in the future.
[1] https://web.archive.org/web/20190910123212/http://wollay.blo...
I think learning a more popular language (like python) would have been more helpful, but as a teaching tool, VB was great and helped me quickly jump into those other languages.