There are reports of blurry text on monitors with resolutions around 1440p or less than UHD. macOS doesn't always scale fonts optimally on these, which can make coding feel straining over time. My recommendation is to look into a 4k or higher monitor for sharper text rendering on macOS, even on a smaller screen size.
That depends on the size. For 27" or larger, the recommened resolution is 1440p (non-retina) or 5K (retina). 4K is ok if you're going for smaller sizes.
I find that Jonathan Blow ranting about Rust game development here https://www.youtube.com/watch?v=4t1K66dMhWk. He adds interesting perspectives to the discussio, how the language makes the Rust game developer resort to arrays and their so called Rust point of views.
The blog post reminded me of a quote from Jonathan Blow as well. I forgot the exact wording, but basically he said that Rust makes you treat every state of the project to be production ready (e.g. free of memory safety bugs), but in game development, most of the time the project needs not to be production ready, and for a good reason (rapid prototyping). You just have to fix the really bad things (crushing bugs) before shipping.
Well the problem with Jonathan's argument here is that he's spent the past decade mostly ranting about Rust and working to make a perfect game programming language, instead of making games.
So it turn out that even if he's opinion on Rust is correct, he would still have been much more productive using it than trying to build his own language for a decade…
(But he already shipped his masterpiece and he's a millionaire so he gets to chose his full time hobby as he wishes)
I mean, it's not like there are no games in existence that shipped with a custom engine.
Even in hindsight it's hard to judge whether building your own engine was good or bad decision, and we are nowhere near "the hindsight" level of knowledge.
Last I heard, the Sokoban game has a ridiculous number of puzzles on it. Can't find a source but I seem to recall hearing that it would take 400+ hours to finish it all. So.. I don't think it's entirely unreasonable it's been taking this long.
>spent the past decade mostly ranting about Rust and working to make a perfect game programming language, instead of making games.
I wish. As far as I can tell he made a single hour long video shitting on rust and now he's the enemy of the cult. That's hardly spending the last decade sitting being mad over rust.
I mean, he does like a good rant lol. But this seems like a bad take. The witness came out ~8 years ago, and Braid came out ~8 years before that. Braid Anniversary is launching next week, he's actively developing his language and next game (occasionally streams).
"he's just resting on his laurels now" I think is clearly wrong
I funded myself with the proceeds of earlier games. The game in question took only 23 days to make. I'd say I make one game every couple of months.
The initial short ramp up to the first game sales was funded by COVID-19, some freelance, some savings, some ebaying. But on the whole my game sales fund the next game.
People will perhaps not be used to using JIRA and have no idea about processes like Scrum sprints and the purposes of demos and retrospectives. They could try to micromanage your work and make top down decisions with little autonomy and set your deadlines without asking you first. I would suggest you try to educate them about development best practices including some degree of freedom/trust for developer teams and the value of feedback loops and some involvement from the business and good requirements.