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Rustacean Station, Startups for the Rest of Us and Programming Throwdown.


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.

More information here: https://bjango.com/articles/macexternaldisplays/

Just recently bought 27" Dell and I'm quite happy with it (for coding).


Which dell did you end up going with?


Dell P2723DE


What’s the refresh rate on that?


60Hz


This is a similar monitor at a similar price at least in the UK but it benefits from the 120hz refresh rate

Dell UltraSharp 27 Monitor - U2724D


Thank you, great resource


Thank you, this was the advice I was looking for!


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.


There is a better, more recent clip of him where he explain 'would we haven chosen rust, the witness would never been finished'.


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)


He is actively developing his new game in parallel to creating the language.

Not to mention smaller projects like 'Braid- anniversary edition'.


Isn't the traditional advice that if you try to write both a game engine and a game that you'll get neither?


Braid and The Witness, his last two games, both used custom engines written in C++.


Then it's a good thing not everyone listens to traditional advice.


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.


Yeah, and it's taking him YEARS to implement a simple grid-walking Sokoban clone, and Braid anniversary edition had to be delayed.


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.


Why should he be making more games, instead of building his vision of a perfect language?

A machinist who retires from running lathes and goes into the lathe-making business has reached the pinnacle of that profession.


Writing games in C++ feels horrible which is a large part of he wrote the language.


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


Out of curiosity, how did you support yourself financially while creating the game? Did you also do freelancing or did you use savings etc?


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.


There's also a fun option to use PyO3 to easily generate a native Python module from Rust.


Very interesting article and it was interesting to see his desk without a display and mouse.

I posted a long and very moving story the other day about a software developer who was getting blind on an eye in six hours. https://elye-project.medium.com/i-became-blind-within-6-hour...

It made me think about how much time we spend in front of screens these days and that eyesight can't be taken for granted.

This article was a nice contrast describing the possibilities to do work as a blind developer.


If anyone wants to read the linked article without dealing with mediums paywall, here it is: https://pastebin.com/Jyw04xJV


Baloo's doo bah dee doo song https://www.youtube.com/watch?v=qqV_xW8CdFQ


I would use it for cross platform native ui development with wxWidgets


If you mean Flash SMS https://help.seven.io/en/flash-sms there are instructions online on how to disable them. Or do you mean normal SMS messages?


I meant normal SMS.


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.

Good luck!


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