• 9 Posts
  • 114 Comments
Joined 5 months ago
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Cake day: March 12th, 2024

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  • notably

    Windows is not impacted by this issue.

    quoting the main, critical part:

    1. Under public domain (.com), the browser sent the request to 0.0.0.0.
    2. The dummy server is listening on 127.0.0.1 (only on the loopback interface, not on all network interfaces).
    3. The server on localhost receives the request, processes it, and sends the response.
    4. The browser blocks the response content from propagating to Javascript due to CORS.

    This means public websites can access any open port on your host, without the ability to see the response.




  • Sounds interesting!

    We’ve also used Godot. As for sound design, I voiced the sounds we put in - frog ribbiting, jumping, and tongue slurping :P

    I can definitely see how Godot without scripting experience/expertise would be hard to get into.

    I found the UI of Godot awful. And the entire node system quickly leads to a mess of mixed concerns in structuring logic and elements. As a software engineer I am mindful of structure and can - at least for myself - keep at restructuring when elements, logic, and relationships change, but I felt like the entire system was not guiding you to well-structured components concerns. The GDScript casing difference to C# and docs and the lack of braces for code blocks were to my dislike too.

    That being said, Godot does have a lot of features and allowed us to move forward quite well. Just with occasional stumbling.



  • Sorry for the reply being so late :)

    Yeah, game jams typically have a theme that is revealed when it starts, and then a limited time until submissions end. Can be a day, a weekend, or longer, even significantly. The one I participated in was two weeks, and concluded last Wednesday.

    Our game Frogventure (more like a prototype anyway) is a side-scrolling jump-and-run. The jam themes were “Shadows and Alchemy” (which can be interpreted broadly and non-literally). You play as a frog and save tadpoles by collecting them and putting them in safe puddles. You run and jump. You eat insects to transform your abilities. Higher jumps, hiding under a leaf, tongue-grabbing.

    My friend and I are actually both programmers, so that part wasn’t a problem for us. :) We didn’t have real gamedev experience. It was a lot of fun, very interesting, and surprisingly productive. It’s great how iterative and with visual and experienceable results it is. (Quite contrary to software development lol)

    I was about to write I haven’t heard of Revita, but I own it on Steam. I haven’t played it yet.

    Your game sounds like a lot of effort. Good luck :) Do you have any concrete planning or milestones you are tackling now?

    What game engine are you using for it?






  • Nothing.

    I participated in a game jam, which ended wednesday. We submitted tuesday evening, in a satisfying state. It’s a prototype, it doesn’t have to be perfect, or complete, or thorough.

    We die invest time, but I don’t consider it crunch.

    Work has some high priorities but nothing immediate pressuring.

    And private, no commitments or short term must either.





  • The reasons for this shift in budget away from funding Free Software and the NGI initiative seems to be an allocation of more funds for AI, leaving internet infrastructure by the wayside. Meanwhile, the EC has thus far declined to comment to share its official reasoning for striking this funding from its budget.

    Investing into AI seems/feels more speculative and inefficient. I think you can get a lot more value by investing the same into actual, practical projects. Training AI, and training it well, is very expensive. And the gains or results are not necessarily even predictable, let alone certainly useful or used.