Ricky David Groner II

@ridigilis
50 Followers
149 Following
82 Posts
💡 It really was a hell of a ride 😁 and so many times I wondered if I was or ever would be good enough. The only thing that kept me going was that I had come too far to fail and so I kept going.
During my journey I discovered this wonderful #Swift community. Now I'm part of @iosdevhappyhour and in my spare time I read articles about Swift and #SwiftUI. I mean, it's just crazy 🤯 💡
Today I finished day 100 of #100DaysOfSwiftUI by @twostraws. It's the end.
And to be honest, I feel a bit too overwhelmed to know what to write. Of course I'm proud of myself, because I never thought I'd ever get this far. But I'm also very sad because there's no Paul who will talk to me every day anymore 😢
I started my #SwiftUI journey about six months ago, with the Playground app from #Apple. I discovered Paul's 100 Days via #Reddit and stuck with it to the end. 💡
Today, another two months later, I just released my third and final open-source project, at least for now. It's called Ignite, and it's a Swift static website generator. Your entire site is written as Swift code, then compiled to HTML, JavaScript, and CSS. https://github.com/twostraws/Ignite
GitHub - twostraws/Ignite: A static site generator for Swift developers.

A static site generator for Swift developers. Contribute to twostraws/Ignite development by creating an account on GitHub.

GitHub

Day 245: A little look back at my journey that began 8 months ago, a screen comparison of week 1 vs week 35!

Progress can sometimes get hidden in the daily grind. It's good to take a moment to step back and take in the growth!

#gamedev #gaming #fishing

The last update brings 3D bones for #PixelOver. The next one will introduce inverse kinematics for 3D with the option to add pole target. Coming soon, stay tuned!

#GodotEngine #madewithgodot #indiedev #pixelart #gamedev

Gamedev becomes so much less stressful if you can accept a certain amount of jank, in your art as well as your code.

If gamedev stresses you out, give up on perfection 🙏🏼

#GameDev

An important Godot for iPad milestone.

These are two instances of a full-blown Godot running side-by-side in the same process.

The next step on the virtualization idea that I shared on the blog post [1]

But this time, rather than being one-at-a-time, they are simultaneous.

This was necessary to support debugging of Godot apps on the iPad (and soon Vision).

[1] https://blog.la-terminal.net/making-godot-viable-on-ipados/

Part 5: Making Godot Viable on iPadOS: Development Loop

Before I embarked on pouring my heart and soul into making a native iPadOS user experience of Godot, I needed to make sure that I would end up with a viable version of Godot. Building Godot to run on iPad is straightforward. The command line to do this is quite

La Terminal Blog
Week 2 with Godot—feeling pretty comfortable actually—but already looking into SwiftGodot. There are just some language features I just need that are lacking, like interfaces/protocols, that without are really painful to write flexible code without. #gamedev

Honestly having so much fun with Godot now that I’ve got SwiftGodot up! Being freed from the gdscript language constraints (but without having to learn c#) and use the knowledge and patterns I’ve built for years is freaking incredible 😭

Thank you @Migueldeicaza for this! I hope I can help out in some way as I sink my teeth in.

I’ll let you in on a secret: I love sporadically updated weblogs. I subscribe to over 1200 feeds and most of them are sporadic or even technically “inactive”. Months often pass between updates

It means that every post published was important to the writer

Back in the days of snail mail, letters that began with “It’s been a while since I last wrote to you” were the ones people cherished the most

You don’t need to post every day or even every week to have a blog that matters