A devastated Software Systems student, libre software promoter. Sometimes I draw pixel art. Very fond of classical Computer Science and Touhou project.
Looking at the log of my solo project, I could say the formula of my commit message is Verb
the Subject
, the Verb
being Added/Tweaked/Removed, etc., and the subject of what is being changed. As I’m using git commit -m 'Message'
GNU Bash every time (none of the clients tend to work well for me + git self-hosting practice over SSH), I just try to make one-liners and without entering an external editor.
Although my professional experience is scarce. For most of the time, I’ve been creating but not maintaining my projects. My projects do not have a decent high-level structure, I do not test my codebase, I learn my code by heart and follow intuition. I tend to think in algorithms, rather than structural design patterns. Even for my newest project, the main.rs is bloated, the functions are not in the correct modules (a.k.a. files), the modules are improperly named. Alhough, I cannot believe in myself I am approaching 3.5K lines of code (separated over two repositories) but I can still navigate…
Section 2.1.2 of Codeberg Terms of Service says:
Private repositories are only allowed for things required for FLOSS projects, like storing secrets, team-internal discussions or hiding projects from the public until they’re ready for usage and/or contribution. They are also allowed for really small & personal stuff like your journal, config files, ideas or notes, but explicitly not as a personal cloud or media storage.
So it’s not for proprietary projects anyway.
At least, there’s Codeberg, run by a German nonprofit, who’s challenging the monopoly. It is aimed exclusively for FOSS projects, private repositories are forbidden. They are running Forgejo as their bloat-free software forge server.
Now, I think every Web2 website must be operated by a nonprofit.
If, in Touhou series, the scene is limited to the viewport, in my game I experiment with a larger field. Some ‘fairy-level’ enemies may reside in nests, some may move around. But I’ve just finished the very basic graphical level today and a satisfying smooth scrolling in a large field. Now, I can focus more on a gameplay, add enemies, bullet mechanics and see what is the most enjoyable way to play. It may even have several game modes, including the classical ‘Touhou’ experience…
I’ve understood I need a dev blog so badly. :)
This. Although I would argue it is a bad practice inherit from a class, only from an interface. GObject is your friend.
I like Touhou very much, so I am working on a Touhou-ish danmaku (bullet hell) game. It is still in early development, though.
Here’s the today’s screenshot: (https://imgur.com/a/9Th50Zw)
It uses pixel graphics, the CPU draws on a pixel canvas, which is eventually rendered onto a framebuffer. I chose this rather childish approach in order to prototype first, and accelerate later.
The main difference from Touhou Project or its spinoffs will be that the stage will actually be scrollable with ‘nests’ that spawn enemies shooting at you.
The game is written in Rust, uses Vulkan to display the canvas, and licensed under GPL-3.0-or-later license so that it will always be a share-alike project.
I could only tolerate ElectroBoom-style “This video is sponsored by oscilloscope company” ads.