Sunday, April 12, 2026
4f003821-8327-420b-8d09-ae38e669ffd2
| Summary | ⛅️ Breezy in the afternoon. |
|---|---|
| Temperature Range | 13°C to 20°C (55°F to 68°F) |
| Feels Like | Low: 47°F | High: 62°F |
| Humidity | 63% |
| Wind | 21 km/h (13 mph), Direction: 248° |
| Precipitation | Probability: 36%, Type: No precipitation expected |
| Sunrise / Sunset | 🌅 06:20 AM / 🌇 07:17 PM |
| Moon Phase | Waning Crescent (82%) |
| Cloud Cover | 27% |
| Pressure | 1015.79 hPa |
| Dew Point | 47.9°F |
| Visibility | 6.02 miles |
Hey guys. I’m trying to make a game in the vein of resident Evil 4. However, I’ve never made a 3d game before, and the animation stuff is killing me. How do you guys deal with days going by with little to no progress being made? I just feel like the game is never going to come together.
I recently started making my first game, and now I’m even more confused about why this seems so common. Is there an actual reason devs do this?
Everything starts at 100/100. Music at 100. Grafic at epic. And I instantly have to lower all of it. The same with special effects like chromatic abberations, blurs.
Almost every time I download a new game I have to sprint to the settings. And I definately play like small/indie games 9/10 times and they still do it, like they never tried the "new player" experience?
I'm trying to apply but I can't figure out how to make the discounted booths appear in the selection. I'm supposed to enter the tag [xy] in the application name field, but I don't find this text field. I only see two text fields called 'Game Name', neither of them seems to recognise the tag.
Any help is appreciated.
I’ve wanted to release my game on more platforms I can’t think of any other platform to release it on besides itch.io
hi everyone. so around 2 weeks ago I launched the demo of my game with 1300 WL & the results were too bad..
-Around 17000 demo page visits, yet only around 100 WL earned and only 200 demo plays..
- I pressed the notify wishlists players button and according to steam stats ZERO have downloaded the demo from those who got notified by email...
So definetly something is wrong in my game store page or maybe the game is just bad? here is my demo page, it would be great if anyone could help on why my game is performing this bad..
The server sends the client a "ServerClock" every tick or every other tick
The Client compares this with the "ClientClock" (which, at the start of the game, defaults to 0).
If the ServerClock - ClientClock is greater than a threshold (let's say, over 50ms), the Client merely sets ClientClock directly to ServerClock.
However, if the difference is small (let's say, 50ms or under), due to network jitter/packet jitter, then we slew/slowly adjust the ClientClock to the ServerClock. This will cause acceleration/de-acceleration, but that's nothing we can prevent; that's how how the network works.
I adopt these two principles from NTP, even though I am not using NTP for my game.
The client then uses the RenderTime = ClientClock - InterpolationTime to calculate for interpolation, with the RenderTime having the FrameTime added on in every RenderTick.
Is this correct or am I missing a core principle here?
I’m 18 and in a couple months. I graduate high school in about a month. I have some game dev experience.
I’ve completed one of the Unity courses so I know some basics. I can live with my mom for a while for example, my sister‘s 20 and she lives with us no problem. And I’ve been told getting a job in this industry is really hard, but is it so bad that I have to reconsider my career path?
I really do like game dev from what I’ve experienced so far. I live in Fl if that helps.
| I thought this was obvious, but it goes to show how entitled and clueless so many gamers are. [link] [comments] |
Hi, Im going to be launching my first game, and need to apply for steamworks. I am under 18 and thus am going to be signing up under my mom's name. I have heard that forming a LLC would be safer legally, and I absolutely don't want to get in any legal trouble. However, Im not sure how much of a hassle it would be. I am not based in the US, and am completely fine with recieving a cease and desist or dmca, just nothing else that would be a financial hassle for my parents. Is a sole proprietorship fine?
to be honest, i have not played a lot of 2d games, im trying to create a mele type 2d game, but i'm struggling with movement. i dont want it to be just linear, i really like physics but i feel like i don't know enough to make the game feel good.
does anyone have any game recommendations / tips?
Hi everyone, I’m an indie dev about to launch my first game. I’ve been working on this as a duo with an illustrator.
Throughout development, the illustrator kept telling me, "This game won't make any money, but it’s still a meaningful project." On the other hand, for some reason, I remained stubbornly optimistic, thinking, "With so many gamers in the world, surely at least 50 people will play it, right?"
Well, with only one week left until launch, I’m finally realizing that the illustrator was right. My wishlists are sitting at 45. While I plan to post a couple more times on Reddit for marketing, I think it’s time to let go of any expectations for profit.
As my partner said, I’ve learned and gained so much from this project regardless of the revenue. However, I can't help but feel a bit embarrassed and cringey when I look back at my past self—so confident without any real evidence. I’ve made so many mistakes in everything from planning to development and promotion. Looking at the work and journeys of other indie devs here on Reddit has been a huge wake-up call for me.
I guess my first game is going to be an expensive, yet invaluable lesson. For those who have been through this, how did you handle the mixed emotions of your first "failed" launch? Or, if you have any advice for a dev who is just starting to see their blind spots, I’d love to hear it.
Thanks for reading.
Edit: As some of you suggested, I’m adding the link to my Steam page here. Thank you so much for the practical advice and the encouragement!
https://store.steampowered.com/app/4521240/Butterfly_Girl/
Had a bad one last week. A UI change we made to the store screen broke the purchase confirmation flow on older Android versions. Not on anything we tested internally. Found out through reviews two days after the update went live.
The thing is we did test it. Went through the flow manually, looked fine on the devices we had. The problem is we have maybe 6 devices in the office and our player base is on hundreds of different OS versions and screen sizes. Manual testing was never going to catch this.
Curious how other mobile game teams are handling this.
Hey! I'm sharing Orbflow, an open-source (AGPL-3.0) workflow automation platform with a Rust backend and a Next.js visual builder frontend.
What it does: You design workflows on a drag-and-drop canvas connecting APIs, AI steps, schedules, webhooks, and human approvals — then the Rust engine executes them as a DAG with event sourcing, crash recovery, and saga compensation.
Architecture highlights:
orbflow-core defines domain types and port traits; 20 crates each implement one adapter (Postgres, NATS JetStream, Axum HTTP, gRPC, etc.)DashMap<InstanceId, Arc<Mutex<()>>> and optimistic retryStack: Rust, PostgreSQL 16, NATS JetStream, Next.js 16 + React 19 frontend
The worker and server run as separate processes. Tasks flow through NATS as TaskMessage/ResultMessage, so you can scale workers independently.
Would love feedback on the architecture and the codebase in general. Happy to answer questions about the project or the AI-assisted workflow!
Transparency note: This project started as a way to learn while exploring AI-assisted development and tools. Most of the code was generated using Claude Code and Codex, but under heavy human supervision - the architecture, design decisions, and overall direction were all human-driven. I reviewed every change, iterated on the output, and only decided to release it once I felt the codebase was actually solid and not just "AI slop." I'm sharing it because I think the result genuinely stands on its own, but I wanted to be upfront about the process.
I’ve been using the cmake-format tool which seems to be no longer maintained, and was wondering when a suitable replacement would appear - and this tool written in rust showed up in my newsfeed. Appears to be made using AI assistants and pretty new, so time will tell if it gets maintained long term.
By default, spinners use a global clock and can be constructed directly in a render loop without having to store them somewhere. A tick-driven implementation of spinners is also available. `no_std` is supported.
try it live: https://majidabdelilah.github.io/Unreal_Majid/
github: https://github.com/MajidAbdelilah/Unreal_Majid/
youtube: https://www.youtube.com/@abdolilahmajid_21
any feedback is welcome,
also any job is welcome
this is my github: https://github.com/MajidAbdelilah/
thnx
i made a terminal music player in rust that streams from youtube. it uses ratatui for tui, has a lua plugin system and a bunch of themes, it even has playlists! (visualizer is not in app)
try it live: https://majidabdelilah.github.io/Unreal_Majid/
github: https://github.com/MajidAbdelilah/Unreal_Majid/
any feedback is welcome,
also any job is welcome
this is my github: https://github.com/MajidAbdelilah/
thnx
I rewrote tmignore, a small tool to make Time Machine respect .gitignore files. It uses .gitignore files to find what files to exclude from Time Machine backups and modify the exclusion list accordingly. I've been working on it for a few weeks on my spare time and I'm now satisfied enough to share it.
The code is here: https://github.com/IohannRabeson/tmignore-rs
I provide binaries for Intel and Silicon processors: https://github.com/IohannRabeson/tmignore-rs/releases
This project started because I noticed my Time Machine backups were bloated by the build artifacts - the target directory in a Rust project for example, but I also have projects in C, C++ and other languages.
I found an existing tool, tmignore, but when I tried to install it via Homebrew it failed, and I quickly discovered the project was no longer maintained. I was able to make it run from sources, but it was painfully slow and required running manually every time — so I rewrote it.
The result is tmignore-rs: it processes 667 paths in 2.5 seconds on a MacBook Pro M4, scanning a directory tree with ~1M entries:
> time tmignore-rs run tmignore-rs run 0.98s user 5.74s system 271% cpu 2.474 total And this is the time it takes with the original tmignore:
> time tmignore run tmignore run 1.47s user 5.14s system 0% cpu 14:09.49 total The first improvement in speed is the scan of the file system which is implemented using the ignore crate. It is multithreaded (that explains the 271% cpu). The tmignore-rs command run is faster than just the filesystem scan phase with tmignore alone. Second improvement, the most significant is replacing tmutil by my own implementation calling the function CSBackupSetItemExcluded.
tmignore-rs also comes with a new monitor command that watches for changes in real time and can run as a service, so you can set it up once and forget about it. Since the filesystem scan only happens once at startup (and if you modify the configuration file), the command is very lightweight when changes are detected, it only checks the repository where modification happens.
We can see the time command returned system 0% meaning the program spent 0% of the time in system calls so it was probably not doing much, mostly waiting.
But I had to disassemble it using otool to find what was happening when excluding a path. And it appears they are just calling sleep(1), effectively waiting for one second after excluding each path.
There are more details about what I found in tmutil: https://github.com/IohannRabeson/tmignore-rs/blob/main/docs/Investigation.md
I'm not using any LLM to write the code, I use LLM for asking questions, discussing ideas and seeking improvements.
Im really interested in learning how to build desktop apps using rust, and would like to know your thoughts and experiences about these frameworks for building desktop apps.
Thanks in advance !
I decided to try installing rustup on FreeBSD. I use fish and wanted to use cargo. Out of habit, I pressed Tab for autocomplete, and... It worked. On my main system (arch(btw)) it doesn't work. It just doesn't show me commands, only directories. The command
rustup complitions fish cargo
says there are no Fish completes for cargo on fish. What's wrong? Why does cargo autocomplete for fish work on FreeBSD but not on Linux?
I have been building www.syntaxlens.com.
The idea is simple: when you hit unfamiliar code, instead of reading docs from scratch, you see it explained through your existing mental model. C developer looking at Rust? Ownership explained in terms of pointers and malloc/free you already understand.
It's early stage. Would love for you to experiment and tell me — what would actually make this useful for you?
Hello,
I am completely new to rust so this might be stupid or already existing.
I was thinking about variable shadowing. What do you think about this idea:
The IDE could give a hint that uniquely identifies the shadowed variable like "¹" next to the variable if it's been shadowed once and if another shadowing occurs the variable shows "²" but only starting from the second shadowing.
That way the developers could easily see that the variable here is not the same as the definition he saw at the top of the function and that shadowing occurred x time.
I am too inexperienced to know if this solves a really existing problem though.
What do you think ?
Project link: https://github.com/lalitshankarch/xuniq
Crate link: https://crates.io/crates/xuniq
I have been dabbling with Rust recently, and wanted to build a CLI tool to replace the common use case of sort | uniq.
For a mixed workload of 5 million lines of input (50% data where each line is duplicated + 50% data where each line is unique), the results were quite promising!
| Command | Mean [ms] | Min [ms] | Max [ms] | Relative |
|---|---|---|---|---|
./target/release/xuniq < data.txt > /dev/null | 536.0 ± 25.2 | 508.0 | 599.1 | 1.00 |
ripuniq < data.txt > /dev/null | 1010.3 ± 17.1 | 984.0 | 1042.0 | 1.88 ± 0.09 |
huniq < data.txt > /dev/null | 2772.2 ± 27.9 | 2742.8 | 2833.0 | 5.17 ± 0.25 |
| `sort data.txt | uniq > /dev/null` | 5620.7 ± 43.6 | 5563.6 | 5701.9 |
sort -u data.txt > /dev/null | 5870.5 ± 52.8 | 5816.8 | 5967.5 | 10.95 ± 0.52 |
hist < data.txt > /dev/null | 1037.3 ± 18.0 | 1013.5 | 1065.9 | 1.94 ± 0.10 |
awk '!seen[$0]++' data.txt > /dev/null | 5576.2 ± 128.4 | 5471.9 | 5919.4 | 10.40 ± 0.54 |
perl -ne 'print if !$seen{$_}++' data.txt > /dev/null | 2523.0 ± 19.7 | 2507.7 | 2570.6 | 4.71 ± 0.22 |
runiq < data.txt > /dev/null | 2973.4 ± 24.5 | 2936.6 | 3019.0 | 5.55 ± 0.26 |
Internally, the code uses the XxHash3_128 algorithm which has an astronomically low rate of hash collisions (A 50% collision probability requires hashing ~264 lines). So, for any realistic workload, it's collision free in practice.
Hello,
I am reading the ownership section of the Rust book where it goes over how function returns transfer ownership out of the function and thinking about how there might be a performance penalty from the implicit copying associated with returning large static arrays.
For example, let us imagine a decently sized array that is small enough to be stored comfortably on the stack. Could be 100 kB or 1 MB or something like that (also assume that its elements implement copy). And let us imagine we call a function that returns such an array. I.e.
let arr = foo();
From my understanding, what happens is that the array is initialized in the inner function and then when ownership is transfered out to the arr variable, all the data is copied. I would imagine that this copying could get pretty expensive, especially if we do it many times.
My question is, what would be the best practice for handling such a case? I guess I could think of two approaches to handle this. One would be to just store it on the heap, so that the underlying data is not copied. Another would be to somehow ensure that the function is always inlined. What do you think the best practice would be in such a situation?
Thanks
Helo people of the rust sub!
i've been working on this terminal based democracy simulator in rust for a while
the basic idea is you run it with a seed, and the same seed always gives you the exact same society over time
it started off way simpler, originally citizens just drifted toward a global average, but that felt kinda boring and too stable. switching to local interactions (each citizen only looks at a few others) made things get weird really fast. like polarization just kinda happens on its own
right now it has stuff like
- citizens influence nearby “neighbors” instead of the whole population
- trust and happiness can push the system into instability
- policies affect the economy with a delay (around 10 ticks), which ended up creating these boom/bust cycles i didnt really plan for
- protests / reforms have cooldowns so it doesnt just spam events every tick
its not really meant to be realistic, more like a sandbox to see how simple rules turn into messy behavior
one thing thats still kinda janky is how it gets out of bad states. some runs just get stuck being unstable for a long time, so ive been trying to add some pressure so it eventually forces a shift (collapse, reform, etc)
cool stuff I added recently:
- cli + presets (collapse, stable, dystopia, etc)
- interactive tui config thing
- save/load so you can replay the same scenario
https://i.redd.it/auw4d3s25jug1.gif
i'm curious what people think, especially if something feels off or you find a weird seed
github (please please pretty please check it out): https://github.com/thatberd/democracy-simulator
Some days ago I posted the first update about Edge Python here and it received 351 upvotes and 83 comments. Thank you for all the great feedback :).
Heres the current state of the Python 3.13 compiler written in Rust:
Major progress since the last post
add/sub/mul/abs/unary minus) now uses i128 + automatic promotion to float via Val::int_checked.eq_vals for List/Tuple/Set/Dict).zip, O(n) deduplication with HashSet, and several WASM/heap fixes.Note about the fib(45) benchmark
Several people correctly pointed out that template memoization (enabled by the SSA form) turns the recursive Fibonacci into O(n) after warm-up. This is intentional behavior of the adaptive VM, but I understand it can feel unfair for direct comparison. The non-recursive 1-million-iteration benchmark remains very close to CPython.
Benchmarks
def fib(n): if n < 2: return n return fib(n-1) + fib(n-2) print(fib(45)) | Runtime | fib(45) real |
|---|---|
| CPython 3.13 | 1m 56s |
| Edge Python | 0.011 s |
(1 000 000 iterations benchmark is still ~0.056 s vs CPython ~0.058 s)
counter: int = 0 for _ in range(1_000_000): counter += 1 print(counter) | Runtime | real | user | sys |
|---|---|---|---|
| CPython 3.13 | 0m0.058s | 0m0.041s | 0m0.008s |
| Edge Python | 0m0.056s | 0m0.054s | 0m0.001s |
Organizing the Project
Currently, taking into account the feedback I received from the various communities where I posted the project, I decided to analyze it and open tickets for everything. Here's my question for you: how do you organize yourselves?
I implemented a simple board in Notion, however, I'm looking for recommendations since I want to be able to concentrate as much as possible...
Repository: https://github.com/dylan-sutton-chavez/edge-python
Thanks again for the feedback last time... it really helped shape the project! Feel free to ask anything about SSA, inline caching, memoization, or the roadmap.
I kept looking up ffmpeg flags for the same things over and over. Converting a video, extracting audio, trimming a clip, every time I'd end up on Stack Overflow copy-pasting some command I'd already used a month ago.
So I made nano-ffmpeg. It's a TUI that wraps ffmpeg. You browse to your file, pick what you want to do, and it builds the command. My favorite part is it shows you the exact ffmpeg command before it runs, so you actually learn the flags over time. I've picked up more about ffmpeg from that than from years of googling.
The progress bar is probably the other thing worth mentioning. Instead of ffmpeg's stderr flying by, you get a proper progress bar, ETA, encoding speed, bitrate, file size. Makes a 40 minute encode a lot less annoying.
It runs ffprobe on your file first so it knows what codecs and resolution you're working with, and fills in reasonable defaults from there. Covers the stuff I was always doing by hand: format conversion, audio extraction, resizing, trimming, compression, GIFs, thumbnails, subtitles, stabilization, speed changes.
One binary, only needs ffmpeg installed.
brew install dgr8akki/tap/nano-ffmpeg or: go install github.com/dgr8akki/nano-ffmpeg@latest
https://nano-ffmpeg.vercel.app/
MIT licensed. I'm the author. Curious what operations people would want that aren't in there yet.
I’ve been trying to figure out a good path for learning backend development but I’m a bit stuck on choosing the right kind of structured program.
Most beginner friendly resources I find either focus heavily on frontend or just jump into frameworks without really explaining backend fundamentals.
What I’m trying to learn is more like:
- how APIs actually work
- databases (design + queries)
- authentication basics
- Linux / terminal workflows
- Git and real world development flow
- building backend systems from scratch
I don’t necessarily want a super intense full time bootcamp, just something structured where I can actually build things while learning the fundamentals properly.
For people who learned backend seriously, what did you use or wish you had used earlier?
Hello there,
I was originally working on a simple CLI tool to build single-page web applications using Templ and HTMX. My goal was just to improve the developer exerience with hot-reload and automated generation. However, it quickly snowball into a full meta-framework.
I’ve reached a point where I’ve dropped Templ to implement my own compiler and template syntax (Stew-Lang, which take a lot of inspiration from the svelte syntaxe), allowing a truly Go only experience. It’s still in Alpha (v0.1.0), and while I don't recommend it yet, I thought it might interest some of you!
The project is called Stew (https://stew.baptiste.zip the documentation is build with the framework) and it does :
I welcome any thought, suggestion or discusion about it !
IA disclaimer :
A very big part of the code was genetated by AI under my supervision. Same for this message as english is not my first langage
Github link : https://github.com/Achno/gowall
Docs: (visual examples,tips,use gowall with scripts): https://achno.github.io/gowall-docs/
Hello all, after a gazillion more months i have decided to release gowall v0.2.4 featuring :
a) A lot of color theory utilities, which help in the creation of custom themes see here
b) I got onnx working and finally have the same capability as https://github.com/danielgatis/rembg in image background removal
c) i added really cool stuff like the 3D tilt effect, in the past i would have to open GIMP or something like that.
Just check the Changelog for all the changes.
First Package Management
Arch (AUR) -> v0.2.4 | Fedora (Copr) -> v0.2.4 | binaries are also available for all OS'es in the release section.
Thank you to the legend cho-m for making the MacOS brew install possible : MacOS (brew) -> v0.2.4
Thank you to my lovely maintainers @ItsCrem, @emilytrau, @FKouhai for the NixOS install : NixOS -> v0.2.3 (waiting on a Pull request on nixpkges)
Props to nxjoseph for handling FreeBSD :) : FreeBSD -> v0.2.3 will get updated at some point.
Feature TLDR for those who haven't heard of gowall
- Convert Wallpaper's theme – Recolor an image to match your favorite + (Custom) themes - OCR (Traditional OCR, Visual Language Models and hybrid methods) - Image Compression (png,webp,jpg,jpeg,avif) with both lossy and lossless methods when possible - AI Image Upscaling with GANS - Unix pipes/redirection - Read from stdin and write to stdout - Convert Icon's theme (svg,ico) - Image to pixel art - Replace a specific color in an image (Improved) - Create a gif from images - Extact color palette - Change Image format - Invert image colors - Draw on the Image - Draw borders,grids on the image - Remove the background of the image (Improved) - Effects (Mirror,Flip,Grayscale,change brightness, 3D tilt) (new 3d tilt) - Stack images horizontally,vertically or into a grid (new) - Color theory utilities (tints,shades,blend,color wheel,darken/lighten,color space conversions,gradients) and how they help with custom themes. (new) - Daily wallpapers This release i took the time to refine already existing features, while adding many more.
For the next release i want to play around with inpainting, refine the OCR feature more, add some new providers there and introduce some other things.
I also welcome feature requests, if i decide its useful or important enough to add, well until next time, see ya.
I have an executable generated by default for linux/amd64. It calls syscall.Select which works fine. When I try to build for either flavor of darwin, it fails due to wrong number of return values.
...
linux:
func Select(nfd int, r *FdSet, w *FdSet, e *FdSet, timeout *Timeval) (n int, err error) {
darwin (either flavor):
func Select(n int, r *FdSet, w *FdSet, e *FdSet, timeout *Timeval) (err error) {
...
To be clearer, the call to Select is not in my source but a package I found on github. Should that package be calling something other than syscall.Select? Thanks!
ETA: Solved.
I usually use stuff like CFLAGS="-O3 -march=native -ffast-math -fno-strict-aliasing -flto" or RUSTFLAGS="-C target-cpu=native": what is the equivalent in Go?