alejandro

@trollkatt@mastodon.online
50 Followers
58 Following
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An object of temporary amusement.

he/him

I understand that Creative Commons is just a licensing framework. I don’t expect the organization to champion my art, to recognize the value of my work, or to offer thanks — that's never been the point.

But if CC becomes a label that, through initiatives like these "signals", effectively tells the world, "These are the artists who are fine with being exploited", then something has gone terribly wrong.

https://github.com/creativecommons/cc-signals/discussions/21

#cc #ccmusic #creativecommons

This is all so *very* wrong. · creativecommons cc-signals · Discussion #21

(copied from #14) Problem This whole idea is completely and utterly wrong. Description Inviting AI scrapers to negotiate licensing terms for CC works is like a flock of sheep holding a summit to dr...

GitHub
Get bonked, babe
Went to get the food from the microwave. The clock says ✨11:11✨, the mythical magical hour. (Except, there was a blackout earlier. The real hour is 22:04.)
I personally want to slap whoever harassed marcan into stepping out of asahi development. We need more people like him and all the rest of the asahi team. This is pretty incredible.

L4D2 is very unstable on Asahi :/

On the other hand making a window with libSDL2 is very easy, and openGL should still be supported without all the apple objective-c bullshit that I normally have to go through and that for whatever reason is insanely confusing for my brain, so I might be able to revive my game engine in asahi :P

Ah, looks like it worked. phew.

Shoutout to the fedora dnf system for still using plain http for some of the packages... 🤦

Wonder if it's my ISP corrupting them again.

... the one calling the shots except in one small component where I retain full control.. for now.
I feel like what's making our game glitchy is a bunch of hocus pocus techniques that speed up massively the loading time in WebGL, while at the same time making our dev lives 10008000x more horrendous. No idea if these techniques are actually used by other people, but our lead dev decided to go with it, so that's where we are now.
It also enables us to use a figma importer, at the expense of having a separate prefab for e.g. each step in a dialogue. It doesn't feel right. But I'm not...
At this time I don't think I'll be able to use it for work... our game feels like it barely works when developing it in macOS. Trying to do it in Unity for Linux will likely make it glitchier and maybe even introduce weird stuff for the rest of the dev team.