Yes and especially with new developments, like "$Framework now has Signals!", my thought is "I don't really care since in some years, it won't matter anyways". I don't see how I can build this lower level knowledge by almost never actually using it. I don't even want to think about job-interviews after a year+ of vibing and then being asked how RxJS works.
I'm preparing mentally for my day-job to stop being fun (it still beats most other occupations I guess), and keep my side/hobby-projects strictly AI-free, to keep my sanity and prevent athropy.
I just hope we'll get out of this weird limbo at some time, where AI is too good to ignore, but too unreliable to be left alone. I don't want to deal with two pressures at work.
A nice detail I never noticed in typography is how the $-sign loses the vertical line on heavier weights. It's visible on the first example-line, the font gets bolder on hover.
They are primarily known for high-quality free game-dev-assets (2d, 3d, sprites, sounds) and Asset-Creation-Tools like AssetForge. I would guess that most (hobby-)game-devs have used their content for tutorials, prototypes and the like.
They're also a gamedev. In the beginning, their assets were leftover/reutilized from their games to help other gamedevs with placeholder assets. Now, that's kinda more of their thing, with them developing entire asset packs for aspiring gamedevs.
As hobbyist, if I would plan a serious project (with the goal of shipping, and a concrete idea), I'd use PhaserJS or ThreeJS, depending on 2D/3D. Mainly because JS/TS is my the language I am most productive in. And the result can be packaged to any target thanks to Electron and similar solutions. "Curious Expedition" and "Vampire Survivors" are two more popular games made with web-tech. (Although Vampire later moved to Unity)
For Desktop/Mobile I'd use Godot or MonoGame with C#.
For silly stuff or really short games and/or prototypes, Pico-8 is hard to beat.
And when the low-level itch starts, Raylib with C.
A +1 for fantasy consoles here. I'm partial to the TIC-80. I don't have the time and energy for huge personal projects, so the restrictions keep me focused on simplicity, fun, and the joy of coding itself.
I think it's still pretty common if you play a lot of PC games, but it's likely much less so. There seem to be less and less games giving you out-of-the-box developer console access which over time will likely cause new video game players to not know about them as much.
The concept at least is well known by younger generations. There is an entire movie based on the Backrooms YouTube series coming out that is centered around the idea of "noclip."
It’s not an actual crime, but If it’s an online multiplayer game it is a violation of the terms of service. Add to that it tends to ruin other people’s enjoyment of the service, thus negating the main purpose of the service. I think people who cheat in online games are pretty sad, pathetic, and selfish.
Yeah, even in single player today. Can't let the idea having fun in a game or having control over a game spoil the statistics of "achievements" for the Achiever players anymore. (Sigh.)
Interestingly noclip (as in Danny O’Dwyer) have their own video game archiving project going on, where they’re preserving and uploading old clips to https://archive.org/details/noclip?tab=collection
Haha, I used it for the exact same thing in C#. And for visualising Advent-of-Code output under NodeJS. Just as quick, pretty much just an npm-install away.
Great community, too!
I'm preparing mentally for my day-job to stop being fun (it still beats most other occupations I guess), and keep my side/hobby-projects strictly AI-free, to keep my sanity and prevent athropy.
I just hope we'll get out of this weird limbo at some time, where AI is too good to ignore, but too unreliable to be left alone. I don't want to deal with two pressures at work.