Following this logic whole human life is a puzzle game.
I still prefer 7z for compression
7z was developed in 1999. As far as I know, rar was popular due to was shareware with practically unlimited “trial” and there was an opinion, that paid products are better.
7z can be at least decompressed in macOS & FreeBSD out of the box.
On windows tar.bz/gz/xz unpacks to tar and then to actual files. As tar is a separate archive format
7z has way better (ultra) compression
7z uses proprietary rar library to unpack
It would be more cool with better descriptions and visual examples
One more thing I forgot to say. If default function of the alt key is to open menu, that it’s defined somewhere in your game, settings or the engine. If you try default loop in win32 api app with an empty window, alt key does nothing and you need actually bind it to change its behaviour to show menu. So I recommend to blame settings or an engine first before disabling events on so low level.
Also such way of disabling events would prevent you of porting your app to other OSes like Linux and macOS
The test of behaviour I tell is an input field, allowing to type letters of European languages like ü, ä, ą and so on. I’m quite disappointed when I can’t input something like „Łabądź” as a player name, but able to edit in memory or in save file.
Also I prefer to have Alt-F4 as an emergency exit
If you’d have any user input, this would break it. Even if you emulate it using key codes later, localisation will be hard
Does it still work?
Thank you for sharing the source in the first place.
I personally prefer projects/libraries with more permissive licenses than AGPL.
In terms of reinventing wheels… you precisely told why people do that: learning an engine. I’d use it to create an offline version of my favourite card games, but also, how to discover others think during game development. Latter for me is also important if I’d like to understand mindset how to create things more effectively.
About support… it’s actually hard to say what do you want to achieve. Making an app, library, a game by yourself? Sharing achieved results with community? Find others who can enjoy to create a game in a team with less requirements as there’s in companies?
Integer sqrt can be used for integers with any length, not only for integers fit into f64
Integer sqrt is usually not a library function and it’s very easy to implement, just a few lines of code. Algorithm is well defined on Wikipedia you read a lot. And yes, it doesn’t use FPU at all and it’s quite fast even on i8086.
Algorithm is so plain and simple, it doesn’t require nightly or Rust specifically to implement.
Nice article, I enjoyed it. Why float sqrt has been used? Integer sqrt is way faster and easily supports integers of any lengths
Could you please explain why he should be embarrassed by such post? What would you improve?