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This whole discussion makes me think of the old days, when I had a really outdated computer. I was playing Counter-Strike semi-competitively at around 15 FPS, and I didn’t see anything wrong with it...


I'm not mad, but curious - I use Python for years and only dabbled with JS. Could you elaborate what makes Python magnitide worse than JavaScript?


Don't mind the web designers calling themselves engineers.

There's a lot of annoying issues with Python, but compared to the billions of dollars and thousands of man hours that has been spent trying to fix Javascript and how horrible it still is, it's a perfectly cromulent language.


There are two kinds of languages, ones that people complain about and ones nobody uses.


Webmasters would like a word


cool insult, yet i chose those 2 languages exactly because they're popular and horrible as examples.

let me guess you work somewhere that hired you to bikeshed all day


Not OP, but dependency management, for one.



For years, really.


OCaml has both compilator and interpreter.

Lua isn't statically typed, and while there is Teal – a statically typed variant of Lua – it requires separate build step.


Luau is statically typed and interpreted/JIT'd: https://luau.org/


Oh, nice, I didn't know - I always thought that Luau has only type annotations and is not statically typed per se. But yeah, looked into the documentation and you can set !strict mode per script, which will cause interpreter to assert the types. Looks promising.

Can you tell me how well it works in practice?


I've only used it for small scripts and can't say how well the type system actually functions/how it scales, but what I've seen so far has pleased me. (They have a _comptime_-equivalent! https://luau.org/types/type-functions/)

You may be interested in https://lute.luau.org/, which is a node.js-style runtime for the language.


> Even better, these licenses are international, translated into the language and laws of dozens of countries. That means that you can take a CC licensed short story from Japan, animate it using CC licensed 3D models from Italy, set it to a CC licensed soundtrack from Indonesia and release it in Ukraine, and the whole thing just works.

For me it sounds like huge simplification as it assumes that the license exists in vacuum. IANAL and I'm familiar only with Polish IP law, maybe Polish law is some kind of exception, but...

The CC licenses clashes with Polish IP and civil laws hard. In Poland, there is no legal way to waive personal rights to the work, there are no open-ended licenses, and so on.

We don't have the concept of Public Domain, and while effectively some works might have similarly free, the process to determine this is multi-step and quite complex. Effectively, CC-0 simply doesn't work there

So, yeah, I really like the idea behind CC, but personally I wouldn't use it to any serious work.


It is. And while it is true that Italian Serie A struggles to be financially competitive with other top leagues, the important "detail" to keep in mind is that no football league is financially competitive with Premier League, and the gap only grows bigger and bigger every year.

Edit: also stadiums, but issues with building new stadiums are often caused by bureaucracy. Also the deals from bettong sites are not that great to be deciding factor of club can build a new stadium or not.


You would think the situation would sort of fix itself over time where premier league ends up being expensive and serie A starts looking like a more attractive deal. E.g. in NBA if you were a billionaire actually seriously interested on winning a championship (many owners aren't, granted), the worst thing you could do is buy the knicks or the lakers. The best thing you could do is buy some small market team for an order of magnitude or two lower price and then just dump the rest of your cash into securing contracts with the best players and coaches available. Plus most of europe is on the same or similar time zone. And there is the whole champions league where many european fans are already used to following teams out of these other leagues.


If you buy a cheap Italian club and spend a ton of money you will do well in the national league and go to the UEFA champions league.

But the amount of money a random premier league team gets for their league is tenfold, so you still will struggle to compete.

This is one of the reasons there's a handful of non-premier league teams that have reached the UEFA champions league final in the last 10-20 years, while in the 80s you had random teams from all europe winning the Champion's Cup.

Concentration of wealth without NBA-inspired salary caps is self reinforcing and killing European footbal.


This is the hypocrisy of the football fans.

They absolutely hate how football is a business but they want the 100 million eurodollar striker!


I'm quite surprised it's available on Android, this specific take on air traffic control games doesn't really strike me as mobile-friendly game. Good to know - I played it a lot on Steam back in the days.


Yeah, it works really well on a tiny screen, surprisingly enough.


You can, I am self-hosting Immich via Docker on Raspberry Pi 4 with small SSD and it's nothing but good experience so far (but I keep the photos backed up elsewhere just in case, I use Immich mostly to share curated sets of photos)


Surprisingly interesting experience even for someone that does know nothing about writing proof - thanks to gradual onboarding and a decent help menu.

Also, perfectly playable at mobile (at least a couple of first monsters).


I had the exact opposite experience. It doesn't teach the basics needed to even solve the first puzzle. Which language are we even writing in? Clicking help explains what exactly to do but not why, as well as lots of rules with unexplained terminology.


There's a chance it's this: https://github.com/dhilst/algae


Interactive thingy here, and a tutorial:

https://dhilst.github.io/algae/


APL game engine is indeed an unusual thing. I don't know much about APL, and never used it (toyed with J back in the days though). I am really interested in the development process and the challenges posed by using APL for that kind of project.

Also, I really appreciate that the ReadMe file doesn't try to sell this project as something more than it actually is - a buggy passion project. Such honesty is, I feel, relatively rare nowadays.


The author has written two blog posts about their game (the latter is more about APL than the game itself though). You may find these interesting

https://homewithinnowhere.com/posts/2026-03-06-voxel-game.ht...

https://homewithinnowhere.com/posts/2026-05-10-one-line.html


Sweet, thank you! Don't know why they didn't post this, it's the bit I'm most interested in.


Author here. A video of me presenting this will be uploaded in a week or so, will reply with it here if it’s of use.


Oh, nice, thank you!


It’s crazy what people make games out of. When I was in a game design university program, one of my classmates used to make complete games (including a JRPG style adventure game) using excel formulas. Not even VBA, which would still be insane… just a bunch of formulas.


Is this what programming has become? We no longer admire the technical achievement itself and we only admire honesty.

Because any technical achievement is easily replicated by AI.


I wouldn't agree that "any technical achievement is easily replicated by AI," but porting software from one language or platform to another certainly qualifies. Who cares if something is written in Rust or APL or whatever? If you don't like the language it's written in, just ask for a rewrite.

(That said, LLMs don't tend to be hip to Brainfuck, so I'd steer clear of that one.)


APL is sufficiently different to Rust that a direct port is less viable

Rust programs usually have very deep dependency hierarchies, a gamedev project can legit have 500+ dependencies. It makes no sense to port them individually (though maybe LLMs actually make this dumb approach viable)

APL programming.. isn't like that. It isn't just a different language, it has a different shape

Rust and Javascript are interchangeable in some domains (and not interchangeable in others). You can convert between them more or less automatically

But APL? You would need some taste to implement in APL what the game needs, even if the actual coding is done by a LLM


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