OniLink

The Other Girl with the Gall

I'm Violet/OniLink. Trans and autistic and just kinda doing my best.

Views do not reflect my employer.

I do informative Let's Plays on YouTube.

You can find me on FFXIV on Leviathan as Satora Lahnsi.

I run @WoLQotD here on Cohost!

I also have an IC blog at @satora-lhansi!

<3 @Gleam-Oria @catgirl-real @ann-arcana

Script Kitty :3 θΔ

avatar and header image from In Stars and Time by @insertdisc5


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in reply to @lexyeevee's post:

holy hell. FF 121 will be out in like a month. People can be such lazy babies. I remember conditional statements and vendor prefix pyramids, before there were tools for that. Excuse me while I crumble to dust.

it is a little weird that every other major browser adopted it a full year ago except firefox

but also to my first-went-online-in-the-1990s feathered ass, one year for full browser compat also sounds mind blowingly fast??

like we couldn't even get vendors to agree on how the box model worked for a decade and a half. and you already noted the transparent png thing below

i mean im not here to nitpick that Safari aside, yeah they're all just flavours of chromium or even that the :has() poster is right

it just seems unusual for Firefox specifically to be the outlier trailing in feature support by an entire year

i mean i dont watch every new web feature (and tbh i kind of hate working with web stuff) but it feels like every time ive checked feature support for something in the past, firefox has been keeping pace?

i'm not super keyed in on this, but as i understand it :has() had already been delayed for quite a while for performance reasons — every other css selector only looks at siblings or ancestors, which are relatively limited, but :has() can look at any arbitrary descendant. so they might have held off until they were sure that use of it wouldn't completely tank css evaluation

Most of the time, I think "releasing games on Linux is too hard" is code for "I don't wanna"...

That said, having released a game on Linux (which is not my day-to-day OS), I am sympathetic. At least for me, it involved having to solve a number of Linux-specific challenges. I understand if already overextended indie devs don't want to deal with that.

part of why this is always disheartening is that, for me, there are no linux-specific challenges. those are just "writing software". there are plenty of windows-specific challenges, sometimes with truly arcane solutions (my build process involves using wine to run a windows-only exe editor that can insert some xml file so the scaling doesn't screw my game up), but for everyone else those are just baseline expectation of a video game. so it feels like i put in the extra work for windows people and then windows people turn around and go "eh, that's hard" at me.

Out of curiosity, how would one go about writing games "for Linux"? At work, it's hard enough getting the same software to work on two different versions of RHEL, and we don't have to worry about any non-RHEL distros.

With Windows at least there are only one or two versions of Windows you have to worry about; with Linux there are an unbounded number of versions.

I'm not trying to be snarky, I'm genuinely curious.

My special disappointment here is Brotato, which, despite being written in Godot, is still Windows only on steam, and it seems to be some AppData shit around progression, based on what I see on proton

this is why game engines have filesystem abstractions ffs

but I also run into so many games that do weird shit on macOS by trying to write files into random locations that don't exist on macOS, or even try writing inside the app bundle itself