[–] 5 points 3 months ago

You missed the part where they are SUPPOSED to meticulously review the "solution" themselves and have deep foundational understanding of what's going on to know if it's a good solution or not.

Ideas are a dime a dozen. It's not useful when the person lacks the ability to fully vet the solution before passing someone else to review. That just makes them middlemen. When instead the actual maintainer or reviewer could have done the same thing but have that foundational understanding.

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  • [–] 1 point 3 months ago

    I personally haven't looked at the port myself, but generally LLM/AI agents generate "slop" until a human expert reviews all of it. Which in most cases never happens. Instead they just review with another "higher tier" model.

    As someone on hacker news put it regarding a subject about using LLMs for everything:

    A decent proxy right now is that if you have zero external dependencies then your solution is probably a toy.

    This can be related because unless they are actually using the best libraries in the ecosystem while they are porting then it's going to be a mess to maintain and also alienates the ecosystem.

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  • [–] 11 points 3 months ago (2 children)

    These kinds of struggles with JavaScript and TypeScript are part of why I moved to Rust. I value the sanity checks the compiler provides: warning when a Result is ignored and refusing to compile when a match on an enum is missing a branch.

    Also, in Rust, Result is for recoverable failures, while panic! is generally reserved for bugs, broken internal assumptions, or cases where the program has reached a state that it believed should be impossible.

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  • [–] 3 points 5 months ago (2 children)

    Can anyone with experience chime in if removing support in 6.8 makes sense compared to 7.0? The only thing I'm coming up with is that you don't have to worry about all the other breaking changes associated with a major release but it seems to go against semver doing this before a major release..

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  • [–] 5 points 5 months ago* (1 child)

    I skimmed the article and they just say:

    • Don't roll your own page scrolling.
    • Don't roll your own link navigation.
    • Don't roll your own text selection.
    • Don't roll your own context menu.
    • Don't roll your own copy and paste.
    • Don't roll your own password field.
    • Don't roll your own date picker.

    For a date picker I initially disagreed but then their argument about how you can just use 2x input type=date for the start and end date and then it's consistent across every site was pretty reasonable. I'm not gonna go read mdn on its capabilities right now so maybe there's still some valid use cases for not using one, like conveying to the use what valid ranges they can select.

    But yes I agree you shouldn't use a library for something simple like left-pad

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  • [–] 53 points 5 months ago* (1 child)

    This always grinds my gears. When I was hosting custom Minecraft servers back in 2011 we had so many server side anti cheat measures in place. Prevented people from moving too fast. Randomized blocks until you exposed them so xray wouldn't work. Logblock to identify griefers and do immediate rollbacks.

    I remember this one time we had a group get on and grief someone that didn't set up a claim yet and they thought they were so sneaky by distributing the loot amongst friends and chests. We just followed the stacks in the logs and restored everything then banned them. We actually had more people end up joining because how much auditing we could do, they probably felt like they could invest time into the server.

    Now it's like just trust the clients for everything and "oh we can't ban them until the next ban wave because we don't want them to know how we caught them". It's lazy. Back in the pubg days I remember seeing someone get 75 kills in a matter of 3 minutes. They didn't get banned. They didn't even have line of sight. Ban waves still allow peoples experiences to be compromised.

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  • [–] 2 points 8 months ago (1 child)

    There's probably a ton of reasons why someone would want to use unreal. Blueprints for example.

    As far as "it's the devs fault", the unreal editor itself takes forever to load and requires installation vs Godot being nearly instant and portable binary. Systems like nanite or lumen while cool have been reported by some as traps that can make games feel really unoptimized.

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  • [–] 1 point 8 months ago* (3 children)

    I'm biased but I would say unreal has been a "bad engine" (still better than unity regardless of parent company) because it encourages bloat and is bloated. Is it really that good once you remove it's graphics fidelity? (Genuine question because I abandoned it before deep diving into it) We really need to go back to the roots of lightweight and optimized "apps" such as Godot.

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