• 1 Post
  • 25 Comments
Joined 2 years ago
cake
Cake day: January 3rd, 2024

help-circle






  • I agree that extensibility would be nice, but it cant / shouldnt replace the actually working software with all working features. Ive never been able to get into modal editors before helix because vim / neovim (probably kakoune also) are unusable in their base form by modern standards. Any actual config / distribution needs tons of work to integrate basic usability features and fall apart in a blink (and are usually not very performant - lazy loading exists for a reason). Therefore i think its the right move to focus on implementing a fully featured editor first and then explore extensibility. That said i will also be very happy when it becomes a thing, no matter if it will be via webassembly, lisp, ect…


  • I’d recommend not trying to learn all the shortcuts as it’s most likely wasted effort. Most people probably dont know the entirety of available moves. Learn the basics to use the editor like, h j k l e w t f g s and start using it. Then whenever you need a ton of keystrokes to get something done, step back and see if there are moves which simplify that. Multiple selections / cursors are also an integral part of using helix so make sure to use em when applicable.

    As a sidenote helix isnt very modular imo. The appeal is that compared to e.g. neovim, it is very much a Monolith with most things you need built in which simplifies usage / configuration greatly.

    I’ll admit that this learning by doing way is prone to adopting half assed solutions but its the only way i know to get comfortable with something quickly








  • It may be true that it may not actually happen. However:

    • I have elaborated on monetization in another long comment.
    • it cannot be wrong to have monetary interest in your product.
    • A law (which is the goal afaik) needs to account for unlikely scenarios, thats why its usually so hard to make new ones

    I am not against leaving games playable, but the fact that people like the game means that the devs did a good job and their fate needs to be accounted for. Devs who make good games are not an enemy



  • This still doesn’t cover for the abuse of studios which is the main concern here, after all making games harder to kill off shouldn’t come with making the production or maintenance more risky or significantly mor expensive. A malicious party trying to kill a game because they dont like it or part of the community is still a valid motive.

    Regarding your Question, minecraft servers are a good example of this: there are many servers out there which monetise in game resources or grind shorteners for real world money. I dont think that it is a stretch to say that a non sandbox game could be adjusted to work in such fashion. Also the point is not that there are other options, but that someone may easily make money with stuff the dont own and have never contributed to in its making.

    At the end of the day all of us still want new games to be made. Therefore we need to accept that the people making them need to be able to have a steady income doing their job. Monetising ones own creation is, and should be, well within your rights. Even if some of us dont like it providing a platform in form of a game, as a service / with ever fresh content can be a valid value proposition and there are many studios out there doing this successfully while being well respected, think of Deep rock galactic or path of exile.




  • I’d argue that the reason this is so bad in other languages is because of horrible default implementations. Look at tostring in java, getting a somewhat printable object would be easy if the default implementation would use reflection or sth to print the object, but instead it prints hash gibberish no one cares about.