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> something like the expressiveness of Python combined with the speed and safety of Rust.

Isn't that problem already solved? We already have Nim[0] that is memory-safe language with Python-esque syntax and performance of C. Yeah, it's not an extension of Python as Mojo claims to be; but I'd pick a mature language with proven design for my projects over something that's not even out yet.

[0]- http://nim-lang.org


Nim is not memory safe and doesn't technically claim to be. What they claim is to provide memory safe features, but then so does C++ and a lot of other languages.

I didn't understand what you meant. Nim has GC by default. It does support pointers, but then Rust does too.

Same for me. After some searching I've found a mirror that still works [0].

[0] - https://podcastaddict.com/wissenschaft-auf-die-ohren/episode...


Cool. That reminded me of this blog post[0], with Hello World Nim binary in just 150 bytes!

[0] - https://hookrace.net/blog/nim-binary-size/


Don't x64 binaries have to be 4k-aligned or something like that? I remember a video about runnable qr codes where this was a major point because they had to do trickery to make windows run binaries that were less than that.


> the gaming community thinking that certain things are easy or just free to do

It's not easy nor free, but if you're buying the game (not renting). There should be atleast some guarantees that it won't be a piece of junk (or piece of virtual junk) in a year or two. There are such guarantees provided for most types of other goods, why games or software in general should be treated differently?

Think this way: if your game has an expiration date - it should be on the label plain and clear.

And no, there's no general understanding that Online multiplayer games are going to close some day. Do you really believe that little Timmy playing Fortnite and his single Mom who's giving Timmy money to buy more Vbucks follow all game industries' new trends?


> There are such guarantees provided for most types of other goods.

There is? Like what. Software is unique in this aspect that it may require external sources to work.

At absolute best we have a warranty for hardware or a guarantee that food will be good until an expiration date. But I can't think of a single other thing that you spend money on that would have a guarantee that is anything like requiring the company to open source their server side infrastructure if they shut down the online services.

It isn't an expiration date. In most situations, they are not publishing a game saying, oh we are going to shut this down in 3 years. No, they are hoping it will succeed, that they can continue to make money selling DLC for as long as they can.

If the game flops or just doesn't have enough players at some point, then yeah it will shut down. But that isn't an expiration date when it is announced.

I am not going to argue about "Little Timmy" since their parents should understand this well. It isn't line games are the only online services that ever shut down and you loose time, money, etc.

I don't understand how this is so hard to comprehend, we are mixing 2 distinct problems here. One is actual online DRM, which I agree with is bad.

The other one is an online game that eventually runs its course and is shut down. That happens.

As far as labels go, I checked all of my xbox games and it is clear that the online component can cue changed at any point. Obviously it doesn't give an expiration date since one doesn't exist as of time of publishing. But the notice is there and should be well understood by this point.

Again my problem with the OP is trying to call GaaS "Online DRM" which it frankly isn't. They tried to say "it isn't about MMO"s while MMO is one of the few FAQ.


I assume you're talking about the level with three buttons and force-fields? It resembles the very first level of Portal 1, but solution is different, that did stumble me for a bit too =).


that's the one lol, took me far too long to realise the walls didn't go all the way to the ceiling


Because making an emulator takes a lot of work. And emulator devs want some compensation for this work - be it money (in form of donations) or a status that could help them gather followers or even land a job.


I had a project a couple months ago that required very tiny font: I did want to make a mod for the Binding of Isaac game on Nintendo Switch. The idea is to display some additional info about items that you encounter randomly in the dungeon. You can find final version in my codeberg repo [0].

While pc version has extensive mod support, console ports lack necessary Lua api. So the only way I came up with to implement this - is to draw additional info on the sprite textures. And sprites are tiny - 32x32 pixels. Ok, I can't put a lot of text in such small space, but maybe I can fit item name and then add some simple 8x8 icons for effects.

I started searching for a good font I can use, but ultimately most of the 3x4 and 3x5 fonts I tried had one issue - they're almost unreadable if the background color is not absolute negative of font color. I could've put an opaque black background behind text, but that would hide more art than necessary and even look somewhat hideous.

While trying one font after other I found gremlin-3x6[1], it's only 2 pixels higher, but 5-10x easier to read. And it's under public domain license.

Ok I mostly don't care about height, but width is still an issue - almost all item names exceed 32 pixels and have to wrap around on second line and some need a third line. That I absolutely do not want.

I had an idea - If I can't shrink letters to less than 3 pixels, I can remove space between them. Wouldn't it make harder to read? Not unless all letters have different colors! That also solves the problem when background matches the color of font!

[0] - https://codeberg.org/Archargelod/isaac-extended-icons-mod [1] - https://fontstruct.com/fontstructions/show/1488093/gremlin-3...


Interesting, do you have a picture of this project in action?


There is a screenshot in the Readme - https://codeberg.org/Archargelod/isaac-extended-icons-mod

And another from earlier version of the mod - https://codeberg.org/Archargelod/isaac-extended-icons-mod/sr...


You might wanna try Nim [0].

Nim is a statically-typed compiled language with very pythonic syntax. It's easy to learn, especially if you already know Python, because Nim's stdlib is heavily inspired by it.

For multithreading in Nim see:

Weave - https://github.com/mratsim/weave

Malebolgia - https://github.com/Araq/malebolgia

[0] - https://nim-lang.org


Nim has been on a steady path of improving tooling support[0] since 2.0 release.

LSP is a lot more stable now than even a couple months ago.

That's what I love from community-driven languages: while BDFL isn't very passionate about tooling, people have spoken and gears are turning to improve it[1].

It also helps that there is a company around (Status) that's using Nim in production and wants to invest money and dev-time[2] in the language.

- [0] https://github.com/nim-lang/RFCs/issues/544

- [1] https://forum.nim-lang.org/t/10959

- [2] https://forum.nim-lang.org/t/10762


Nice, I'll have to check it out again this year. Might be a good chance to look into Helix, too.


> Unfortunately there seems to be a big "civil war" happening right now in Nim land

I believe the war is already over, the other side forked the language and seems to move in their own direction to create something new - https://github.com/nim-works/nimskull . That's probably for the better.

I've been around Nim communtiy around a year and I haven't seen any major conflicts break out since these people left. Nim is still actively developed and a joy to use. And even the creator of the language, deemed as dictator or asshole by some, comes off only as grumpy old man (show me an old man who isn't grumpy, duh). Who also realizes his flaws and is willing to compromise.


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