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24 votes
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The Digital Antiquarian: Half-Life
13 votes -
My LLM codegen workflow
9 votes -
Josef Fares' last game sold 23 million copies, but he insists success hasn't changed Split Fiction – can Hazelight Studios recapture the magic?
10 votes -
San Francisco unveils marble bust of Aaron Swartz, hero of open-access internet
48 votes -
AI is creating a generation of illiterate programmers
52 votes -
GDC 2025 survey shows PC game development growing with lots interested in Valve's Steam Deck
27 votes -
Over the last three decades, nearly everyone in Bangladesh gained access to basic electricity
26 votes -
Seeking advice as a Frontend web developer
We have this big project at work...an "all hands on deck" kinda thing that has us rank-and-file frontend devs working alongside our manager more closely than I'm used to. And it was fine, because...
We have this big project at work...an "all hands on deck" kinda thing that has us rank-and-file frontend devs working alongside our manager more closely than I'm used to. And it was fine, because I like the guy and he's been a decent manager. But this project is killing me.
On multiple occasions now I've written code, had it pass code review (often with his approval after a round of changes/guidance), and then every few days we get these massive re-write PRs from him where he completely rewrites large chunks of what we've done. It's leaving me feeling a few different ways:
- Angry because how quickly your code gets replaced is a (imo, bullshit) metric used as a part of our annual reviews and promotion discussions
- Doubting myself because in my head a good developer doesn't have their code rewritten that quickly.
- Confused because features I thought I understood are constantly being rewritten leaving me wasting time trying to relearn how things work
- Wondering what the point of writing code is if it's just going to be thrown in the garbage later in the week?
And like I'll be the first to admit I'm not the most proficient developer on our team. React and Typescript are relatively new concepts to me, despite a long career in web development. But I've been writing with it for about a year now and I had thought I was finally getting a good grasp on things. But now I'm wondering if I'm just an idiot? Is it imposter syndrome or have I actually somehow coasted through a 15 year career across various stacks and it's just now catching up to me?
Or is this just the nature of massive projects like this? We had a half-baked product scope to begin with and its getting daily changes with entire chunks of it not very well thought out by our PM. I can see how it would make sense that the more senior developer might see the need to refactor things when things are constantly changing and we're left writing code based on assumptions and half-written requirements. I'm also getting are comments on my PRs that request changes, but mid-comment he's like "I'll just take care of this because it's blocking me".
It's just really taking a toll on my mental health and how I feel about my job. I've been trying to find another job for a few months now, but I'm not having any luck. Job hunting sucks and when you're already demoralized as hell, it's hard to sell yourself to prospective employers.
Could really use some insight from other experienced devs, please!
12 votes -
The making of Community Notes
14 votes -
How UI helps you hate breakable weapons a bit less
15 votes -
The three types of detective game
7 votes -
The making of Minecraft
9 votes -
Starting a community-maintained Tildes source code fork
*Update (Feb 3, 2025): We've been added as maintainers on the official Tildes repo! Much of the below is outdated now. Bauke and I will be helping out on the official Tildes repo instead, and the...
*Update (Feb 3, 2025): We've been added as maintainers on the official Tildes repo!
Much of the below is outdated now. Bauke and I will be helping out on the official Tildes repo instead, and the community fork is paused now.
See the new topic.
Original post below
It's happening: We're launching a community-maintained Tildes source code fork!
Link: https://gitlab.com/tildes-community/tildes-cf
@Bauke, as one of the top Tildes open source contributors, is on board as a co-maintainer, alongside myself. I hear @cfabbro is willing to help manage the issue tracker as well, continuing their long term efforts from the official repo.
Tildes' admin, @Deimos, has direct access to the repository as well. Although he is not expected to take an active role in maintaining this community fork, he will have visibility into everything going on with the fork.
Why?
Deimos has a lot going on outside of Tildes. We want to keep the Tildes codebase well maintained and remove some burden from him.
Back when he founded Tildes, Deimos was working as a fulltime unpaid volunteer on it, continuing that way for a few years. Not just code, but on everything administrative and financial; public relations, as in communicating officially inside the community and beyond; moderating the community; system administering the systems. Basically a ridiculous amount of effort for one person.
Now Tildes is a side project, and he has a day job, and there is not physically enough time for a (human, non-drug-reliant) owner to do all those things.
How will this new fork affect the Tildes website?
The hope is that Tildes can merge relevant changes back into the official upstream repository. If we implement things useful and desirable for Tildes, it should be possible to get those improvements onto the website.
Why not just add maintainers to the official repository?
There are some features that may be desirable for the community, but not relevant to Tildes itself. This includes things like a Docker development environment, which code contributors may find convenient, but are an extra maintenance burden on the official Tildes repo, as Tildes does not use Docker in any way (AFAIK).
Adding us to the official repository would also create a different dynamic, where there'd be an implicit endorsement by Deimos of all changes. This means the burden would essentially remain on the Tildes administrator to review, critique, and greenlight every single change. However, the entire point of this endeavor is that there isn't free bandwidth for that.
Also this fork opens up possibilities like making the code reusable for self-hosting entirely new websites based on the Tildes source code. While I don't personally have any specific plans regarding such, self-hosting has been a repeated request ever since Deimos open sourced Tildes years ago.
Is "Tildes Community Fork" good enough of a name?
Thanks for reading this far! The fork needs a name. It will live in the "Tildes Community" GitLab group at https://gitlab.com/tildes-community/.
For now I've simply called it "Tildes Community Fork" and put it at https://gitlab.com/tildes-community/tildes-cf.
Any better naming ideas? It's not too late to change.
Next steps: We'll start migrating GitLab issues over
I think we're ready to start copying any "low-hanging fruit" issues from the official issues to the new community fork issues. If you have an issue you think qualifies as such, especially if it was ever labeled as "Approved" in the past, please feel free to copy it to the new issue tracker. Please link back to the original too.
It's still a side project for us
Please keep in mind it's still a side project for us. Although we're excited to push the project forward, please keep expectations in check. We're doing this as volunteers. Please be polite and don't rush us!
115 votes -
HTML is the most significant computing language ever developed. Underestimate it at your peril.
23 votes -
Introducing Clay - High performance UI layout in C
12 votes -
Why Majora's Mask's blue dog took twenty-five years to win the race
13 votes -
Which game has the best dodge animation?
12 votes -
From where I left off (antirez returns to Redis)
6 votes -
Are ‘ghost engineers’ real? Seeking Silicon Valley’s least productive coders.
23 votes -
Bungie uncovers an issue in their distribution of random weapon perks in Destiny 2, detailed and interesting write up of the fix
35 votes -
Reddit is hosting a hackathon for indie developers - Nov 20th to Dec 17th
15 votes -
Scaling pixel art
25 votes -
picoCAD is a fun, easy, and accessible tool to make lowpoly models
22 votes -
Ideas for a side project I'm working on -- an RPG to help me curb my alcohol consumption
Preface: I am familiar with Habitica. This idea would probably scratch a similar itch, but I'm also using this as an opportunity to sharpen my Rust skills. My idea came about when I was trying to...
Preface: I am familiar with Habitica. This idea would probably scratch a similar itch, but I'm also using this as an opportunity to sharpen my Rust skills.
My idea came about when I was trying to find out some new tactics to curb my alcohol consumption, which isn't quite out of control yet, but I don't want to tempt fate.
I've also really liked the progression aspect of RPGs. What if I could gamify my quest to not drink alcohol and make it sort of a fun, unique RPG experience at the same time?
In the broadest sense, it would go something like this:
- You open the game up, ideally each day. You are instantly prompted: "Did you drink yesterday?" (and perhaps it will go back a few more days if you skipped).
- For each day you answer "no", you are rewarded with some sort of tokens, credits, etc. -- currency to play the game. If you answer "yes", maybe you get penalized somehow.
- Then, you pick up your journey, which is sort of a standard RPG experience -- fighting battles, buying gear, learning spells, leveling up, advancing through the world, you name it.
- The game should get progressively more difficult, but should not have an ending, as "quitting alcohol" does not have an ending either. At the same time, it should scratch the RPG progression itch.
The initial game concept I came up with is just one that I see as the quickest way to get this off the ground, which would be something CLI-based, where you are presented with a menu ("visit shop, enter arena, view equipment" etc.). You spend battle tokens to enter into arena battles, which reward experience points, money, and gear. You level up, work towards a build (there needs to be a way to respec because restarting isn't really an option), and progress through the arena.
In total, you would probably spend less than 5 minutes every day playing the game, which is by design. It should be an every day habit. But, there should be enough entertainment value that, if I'm not getting those sweet battle tokens by not drinking, I'm missing out on experiencing the game (or, I could lie, which defeats the purpose of the app).
So that's where I'm at right now. I'm really interested to hear your thoughts, ideas, critiques, etc. before I spend a free weekend building out a concept.
Some questions in particular:
- I was leaning toward just building this in CLI because it will be extremely simple. It could just be a matter of STDINs. However, I'm open to other Rust-based options. Is there a good Rust UI toolkit or web framework that is worth looking into that would make this a little more modern?
- What about game features? What could make this a really fun experience, while also balancing the whole concept of being built around your life and your habits?
In the end, this is a deeply personal project that would be built, first and foremost, for my specific needs. But that's not to say I couldn't build it with some scalability in mind. Rather than asking about alcohol, perhaps the "habits" can be customized, and so forth.
Anyway, have a great weekend!
23 votes -
Apex Legends dev team update: Linux and anti-cheat
28 votes -
Several Russian developers lose kernel maintainership status
40 votes -
Using AI generated code will make you a bad programmer
38 votes -
Got a new job as an App Dev Manager
So, got a new job. That's great. Pay bump, more / new responsibilities and all that jazz. It took until my first day on the job for it to like, REALLY sink in that it's my first job managing...
So, got a new job. That's great. Pay bump, more / new responsibilities and all that jazz. It took until my first day on the job for it to like, REALLY sink in that it's my first job managing people. I want to be good at this, or at the very least, competent. I'm responsible for my team and I don't want to let them down. I'm already looking things up online, talking to my parents, friends in similar positions for more information, and figured it would be good to ask around on here.
I guess the other half of this is that I've gone from looking at code in the IDE to now being more responsible for higher level architectural decisions. Possibly company steering decisions. Not used to that yet either, or at least the feeling. I feel under-prepared, and am possibly verging on overwhelmed. Lots of new things happening at once here, also writing this to unpack it as I type it out.
What advice do you have for me? Anything that you've learned while in a managerial role that you haven't gotten to share? Tips and Tricks? Prayers? 🤣
22 votes -
Winamp deletes GitHub repository after a rocky few weeks
58 votes -
Tales of Kenzera: Zau dev Surgent Studios puts entire games team on hiatus due to lack of funding
5 votes -
The future of land use and incremental development
2 votes -
Ask the Developer Vol. 13, The Legend of Zelda: Echoes of Wisdom — Part 1 & 2
10 votes -
Gametje
27 votes -
Time spent programming is often time well spent
6 votes -
Development finance done right
3 votes -
A message to our community: Unity is canceling the Runtime Fee
47 votes -
Microsoft lays off another 650 staff from its video game workforce
21 votes -
The origin story behind Counter-Strike's most iconic map
17 votes -
Helldivers 2 support studio Toadman Interactive to shut offices in Sweden and Norway – some positions at developer's Berlin office also at risk
14 votes -
The secret inside One Million Checkboxes
65 votes -
The design of Dredge
11 votes -
Godot 4.3 release - A shared effort
48 votes -
Syntax highlighting in hand-coded websites
19 votes -
Doom Eternal official mod support released, includes the same dev tools used to make the game
17 votes -
Why is ‘left stick to sprint’ so unpleasant in games?
32 votes -
So you want to compete with or replace open source
26 votes -
Y’all are sleeping on HTTP/3
20 votes -
Making games for Apple platforms "like an abusive relationship", say developers
42 votes -
Struggling with first dev job - seeking advice
This is my cry for help. I'm a newer programmer who just got hired for my first actual programming job a few months ago. Before now the only things I really made were simple python scripts that...
This is my cry for help.
I'm a newer programmer who just got hired for my first actual programming job a few months ago. Before now the only things I really made were simple python scripts that handled database operations at my last job. I live in an area with no opportunities, and so this new job I got is my saving grace at this point. For the first time in my life I can have actual savings and can actually work on moving to an area with opportunities. However...
Everything is falling apart. I have no idea how this place has survived this long. There is no senior dev for me to go to. There are no code reviews. There is no QA. There is a spiderweb of pipelines with zero error handling or data-checking. Bugs are frequent and go undetected. The database has no keys or constraints, and was designed by a madman (so it's definitely not normalized whatsoever). I already have made a bunch of little scripts handling data-parsing tasks that are used in prod, and I've had to learn proper logging and notifications on errors along the way, and have still yet to learn how to do real tests (I ordered a book on pytest that I plan on going through). I am so paranoid that at any moment something I made does something unexpected and destroys things (which... kinda actually happened already).
We're in the long and arduous process of moving away from this terrible system to a newer, better-designed one but I'm already just so lost and... lonely? There's a few separate dev "teams" but one is outsourced and the other is infamously unapproachable and works on a completely different domain. There's no one there to catch me if/when I make mistakes except myself. The paranoia I have over my programs is really getting to me and already affecting my health.
I guess I just want advice on what I should do in this situation. Is this a normal first experience? I care deeply about making sure the things I make are good and functional but I also don't have the experience to forsee potential issues that may come up due to how I'm designing things. And how can I cope with the paranoia I'm feeling?
EDIT: It takes me a while to write responses, but I want everyone to know that I really appreciate all your advice and kind words. It does mean a lot to me! I'm doing my best to take in what everyone has said and am working on making the best of an atypical situation. I'm chronically hard on myself, but I'm gonna try to give myself a bit more grace here. Again, thanks so much for all the thoughtful replies from everyone. :)
34 votes